Commit graph

7 commits

Author SHA1 Message Date
dd33e2f67d Make sure .viewzoom is reset upon weapon switch 2019-08-18 13:08:30 -07:00
101c3601d3 FreeHL weapon updates related to ammo and numerous warnings by the compiler about things that don't really mean anything but I really like the 0% warnings count kthxbai 2019-08-17 19:35:31 -07:00
19a52bf611 Initial Counter-Strike VGUI support 2019-08-10 14:37:56 -07:00
021d985a2e Moved weapon specific animation code to the respective weapon files for FreeHL 2019-08-07 00:20:42 -07:00
17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00