Commit graph

378 commits

Author SHA1 Message Date
3d700a4fd7 sky_camera: Fix not taking different camera position vectors into account,
this broke by accident a few commits ago. Apologies.
2020-12-20 02:19:52 +01:00
0e46b76042 Client: Tag viewmodels so they don't cast shadows when dynamic lights are around 2020-12-13 04:46:04 +01:00
daaf6a1974 Client: Move some skyroom setup routines into their own function, add
incomplete prop_door_rotating (needs engine fixes)
2020-12-13 03:50:35 +01:00
6583a42a87 Change magic numbers of BSP version checks to macro defines. 2020-12-13 00:56:11 +01:00
74192c2f78 Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
2020-12-12 06:24:48 +01:00
fbc2aaeeec light: Make sure we're overriding patterns if switch_style is above 0 and
below 11. You also want to go update worldspawn/vmap...
2020-12-09 16:47:43 +01:00
c130ab2c38 PMove: Added macros to let mods override a bunch of physics variables so
they keep their fingers out of pmove.c
2020-12-08 12:00:10 +01:00
23c5d14420 Added func_monitor and point_camera. Along with a test_monitor map to
showcases rendertargets working.
2020-12-01 20:43:25 +01:00
1d02dccbb5 trigger_camera: Misc improvements, plus added test map. 2020-11-28 22:52:56 +01:00
1a3dca71ec env_projectedtexture: Initial implementation, updated map test_dlights. 2020-11-27 19:23:21 +01:00
b6f9242752 info_particle_system: Initial implementation, along with example map test_particles. 2020-11-27 03:05:21 +01:00
2418480af4 func_button: Add support for the 'OnPressed' output. 2020-11-27 03:03:39 +01:00
31c7354dda env_sun: Make pitch/angles compatible with Source's way of handling them. 2020-11-24 02:24:30 +01:00
ba6824a602 Client: Added two developer commands, dev_measure and dev_sunpos. 2020-11-17 11:21:13 +01:00
1cbd41f66b Documentation: Comment some of the prediction code more, as some may be
reading it as we speak
2020-11-08 04:45:52 +01:00
97d19c1b37 Add shared/include.src, so we touch gamename/include.src less for global
changes.
2020-10-30 12:21:00 +01:00
4962f82f89 Move entity-update/event definitions for game-specific cases out of root
src/shared.
2020-10-24 13:11:02 +02:00
00a8ee2a00 env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints. 2020-10-24 03:32:34 +02:00
0f50c46623 Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
d9dababe65 Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags,
this affects mods. Please check the diff to see what you'll need to adjust.
2020-10-22 16:30:37 +02:00
d0342b128c light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
6038c04591 Fix preset lightstyles for Q3BSP, added examples to test_lightstyles. 2020-10-18 15:19:56 +02:00
0bb06af381 Client: Move Vox specific code into vox.c and out of sound.c, add Shutdown entry 2020-10-17 13:17:34 +02:00
f4ade524fe Client: Fixed some warnings and some added some paranoid free() calls. 2020-10-16 02:26:45 +02:00
57cc661c86 Menu/Client/Server: Background map support for menus. This should be handled differently in that SV_ShouldPause ought to control Singleplayer as well. Engine hardcodes suck 2020-09-27 14:25:10 +02:00
340db972be Client: Move CSQC_Ent_Update into entry.c as it's an entry function. Move Entities_ParseLump into entities.c 2020-09-24 10:19:38 +02:00
5131f19c04 Fix client-side sentences filehandler from not being closed, other shenanigans. 2020-09-18 09:35:59 +02:00
44b6a3d10a Sentences: Force them to be read in uppercased. 2020-09-10 19:28:36 +02:00
50ccbf4b9a Add func_tank, func_tankmortar and generally faff about with input code. 2020-09-04 21:28:06 +02:00
641f68c6be Counter-Strike: Fix obituaries not rendering when spectating 2020-08-26 03:07:17 +02:00
108da90299 Counter-Strike: Moved spriteframe() cache around, because FTE doesn't seem to want to execute it in this particular function... compiler bug? 2020-08-17 05:48:14 +02:00
d61afb0b63 Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB 2020-08-17 05:38:39 +02:00
0c1ba0978e Added drawpic hack so that the engine doesn't shoddily attempt to draw images with floating point coords 2020-08-14 23:18:47 +02:00
d3b488b7bf CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager. 2020-08-10 12:32:18 +02:00
e7f0c358eb Fix crash when EV_SHAKE is networked. EV_SHAKE is not yet implemented, however. 2020-08-08 02:36:18 +02:00
e8bafa044d scripted_sequence: Added support for the IDLE key. This means the setup for most sequence look and behave correct now. 2020-08-02 13:09:37 +02:00
4427529e51 Client: Put renderscene() into its own function to make profiling easier. 2020-07-22 23:03:10 +02:00
336c8adee1 Sentences: More parsing fixes, as some dialogue broke. 2020-07-10 12:13:20 +02:00
081d541e9e Menu: IRC based Chat is now completely implemented using QuakeC. It already works quite well but will need a lot more testing! 2020-06-30 17:14:06 +02:00
bca72fafc8 Sentences_ResetSample: Change return type. 2020-06-27 14:20:58 +02:00
aef3b2f8c1 Sentences: Minor improvement to parsing sentences.txt entries 2020-06-25 11:01:44 +02:00
9a4cc85366 speaker: Initial implementation; Misc improvements to the sentences processing. 2020-06-14 00:55:01 +02:00
bcc28c98ee Flashlight: Avoid using getproperty for the flashlight values. 2020-06-12 17:27:21 +02:00
66aef13819 Purge cstrike.old from the src tree. 2020-06-12 17:14:05 +02:00
4972156930 Client: Add basic interpolation for when camera triggers are active. This mimics HL's sloppy behaviour somewhat. Will see a lot of changes. 2020-06-12 12:09:53 +02:00
61983ec2d8 Counter-Strike: Add progress bar for defusal and other tasks. 2020-06-09 00:23:18 +02:00
8aa66987e5 Counter-Strike: Fix Defusal-Kit icon source offset on the HUD. 2020-06-08 23:50:25 +02:00
680725f050 Obituaries now use spriteframe() for caching. 2020-05-31 21:20:36 +02:00
cef8ba0443 Make cstrike use spriteframe() for HUD gfx 2020-05-31 13:20:04 +02:00
c709117209 Switch to using spriteframe() for HUD sprites in valve, scihunt 2020-05-31 12:54:04 +02:00
4d201c281b Fix armor indirection bug. The compiler ought to warn about name conflicts like these. 2020-05-28 19:53:24 +02:00
fe251faf81 Physics: define stand-in values for non CSTRIKE and VALVE defined games 2020-05-08 07:44:40 +02:00
674206349a Half-Life: Fix crash with obituaries and invalid weapons. 2020-05-04 05:48:19 +02:00
fc3f124d24 Progs.src for server-side codebases are much simpler now, player class now
inherits the base_player class, which is a new addition.
2020-05-03 05:26:06 +02:00
a025a41e73 Simplified the client progs.src file for each game massively. 2020-05-02 23:57:25 +02:00
d4c97c639b Unbreak env_sprite rendermodes. 2020-05-02 06:38:02 +02:00
c1e4070b61 Made obituary code game-specific. 2020-05-02 05:57:36 +02:00
bfa3412277 Cleaned up some warnings. 2020-05-02 05:28:21 +02:00
b7c2c61a88 Obituaries: We now read hud.txt for the icons, so we no longer have to
define them inside the code. This should automate quite a bit of legwork
2020-05-02 02:36:37 +02:00
02606bafe9 Counter-Strike: Precache item pickup sound shaders in advance, also
add sound shader for weapon.pickup
2020-05-02 00:24:54 +02:00
9ea07752f8 Scientist Hunt: Add some basic logic for the insanity mode. This adds
sh_insanity (cvar). Also fixed some shared Half-Life ish stuff with
blood, trigger_hurt entities... too tired to list
2020-04-30 05:58:17 +02:00
94947c89e1 Cleaned up client inits by pushing hud related precached into HUD_Init,
where they belong
2020-04-28 10:25:13 +02:00
12328e2d08 Tell Poke646 and They Hunger to build with CLASSIC_VGUI 2020-04-28 06:09:19 +02:00
0c0b9938b7 Went over weapon-drop logic to handle ammo, undroppable weapons.
Added basic intermission logic to HL:DM for fraglimit/timelimit being hit.
Cleaned up WeaponAPI to get rid of killicons, which should be handled
elsewhere.
2020-04-26 13:17:19 +02:00
c41eedb593 Base Scoreboard: Simple team scoreboard. It tracks certain infokeys, look
at server/cstrike/gamerules_multiplayer.cpp for an example.
2020-04-24 05:38:38 +02:00
b95f7c37eb FX: Moved all the particle descriptions into the appropriate places. 2020-04-23 14:26:43 +02:00
090461860e Added cmd "lastinv" and "drop". 2020-04-23 07:36:19 +02:00
ae7da17d0f Counter-Strike: Made '0' work in text-based menus. 2020-04-23 05:25:51 +02:00
747639af4d Counter-Strike: Fixed the buyammo1/primammo and buyammo2/secammo commands. 2020-04-23 05:20:35 +02:00
4794f45cb1 Added the 'getpos' command that people in Source are familar with.
Requested by Xylemon!
2020-04-23 04:56:23 +02:00
8b57b74637 env_fade: Worked a lot on how fades are meant to run. 2020-04-23 04:32:44 +02:00
a31b3b0e47 Counter-Strike: Updated the WEAPON_SMOKEGRENADE smoke particle effect. 2020-04-23 03:41:56 +02:00
b44ea3320f FX: Moved particle definitions into the respective FX init functions. 2020-04-23 03:22:45 +02:00
d72fc4d17c FX: Cleaned up inits and organized everything into the relevant game
specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +02:00
1891e974d0 Counter-Strike: Handle player animation code in its own files, update
weapons to use the newly defined sequences.
2020-04-22 05:32:58 +02:00
b4fffe8858 Half-Life: Build the client-game with the VGUI_CLASSIC define. 2020-04-22 04:39:08 +02:00
922b6f4c55 Added sub-directory makefile to ease the building of specific games/mods. 2020-04-21 00:30:54 +02:00
00b4fb9557 Flashlight: Shift source origin down by 8 units so that the cubemap light
has some more obvious effects from the first person view.
2020-04-20 23:20:36 +02:00
a3ff75a4da Moved Player_Death into the Gamerule logic.
Counter-Strike's zones have been shoved into .flags, where we desperately
need some more bits.
Counter-Strike's WEAPON_C4BOMB now only works in a func_bomb_target zone.
2020-04-20 19:25:15 +02:00
e643ab58a7 Rewrote parts of HUD_SlotSelect to be no longer recursive. 2020-04-20 11:47:22 +02:00
2cee375ce5 Lots of commits bundled into one:
- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
d7e818410c Added game-specific maxspeed overrides. 2020-04-19 13:01:47 +02:00
e578ffc808 Get rid of those ancient decal precaches. 2020-04-19 12:01:31 +02:00
ad62ddc574 Moved gamerule definitions at a higher scope, this will make it easier
to call GameRule events from other parts of the codebase.
2020-04-15 01:18:19 +02:00
3e4a67367b Counter-Strike: Hostage Rescue works, Buymenu for weapons works, cleaned
up some gamemode code.
2020-04-14 16:19:25 +02:00
594ba56f02 Started moving gamerule logic into classes, so we can manage seperate
modes of play better. This will be much appreciated too by anyone modding
CS to add additional gamemodes later for example.
2020-04-14 03:12:09 +02:00
142e6c9cf3 Possible memalloc corruption mititagions. 2020-04-12 19:40:09 +02:00
9e8c779c74 Menu: Added a basic Load-Game menu. 2020-04-12 18:45:02 +02:00
324fadd668 Spring cleaning. Prepare for summer! Fixed lots of bugs too:
v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
8f6a826475 Moved footstep sound shader, manifest updates. 2020-04-08 08:50:09 +02:00
b2ef0db018 Fix misc warnings. 2020-04-07 15:02:36 +02:00
31793440c2 Cstrike: Remove usage of Weapons_ViewPunchAngle, as that's calculated
elsewhere (see weapons_cstrike.c)
2020-04-07 15:00:11 +02:00
f43bc2cf32 update copyright dates because I've been forgetting all year. 2020-04-07 14:46:23 +02:00
3b8d76656a Cstrike: Fix scope and cl_hudaspect support. 2020-04-07 14:41:21 +02:00
bc9978be12 Cstrike: Added sniper scopes to the AWP, G3SG1, Scout and SG550.
Their zoom-levels aren't final, I am pretty sure CS 1.5 had different
zoom levels for each weapon. We'll have to research those values.
2020-04-07 13:06:41 +02:00
27cfaba85f Cstrike: Lots more documentation, stubs and some working new entities.
Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
cf136dbd6c Cstrike: Finished most of the essential gun logic. 2020-04-07 02:47:21 +02:00
9d13451186 1 cheeky line: 1; me: 0 2020-04-06 11:57:27 +02:00
2e1b2846da Some prediction fixes? 2020-04-06 11:14:40 +02:00
1f0e93d35a Precaching CS weapon sounds via sound-shaders... 2020-04-06 10:53:26 +02:00
755eecfc34 A bunch of mod changes contributed to by Xylemon, mixed together with
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
e1b38f008a Adjusting spawn-angle to match spawnpoints. 2020-04-04 00:52:45 +02:00
ab1338bab6 Moved the music-switching logic into the menu, for good reasons. 2020-04-03 15:01:55 +02:00
4f44d96be9 Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
sounds.
2020-04-02 22:43:37 +02:00
18fe40f2e0 More cleanup/shoving around of decal code, improved infodecal by adding
its Trigger() method
2020-04-02 06:23:18 +02:00
af53ab36ef Improved entity documentation, added cl_hudaspect variable so that
you can control how close the elements are to the center of the screen.
2020-04-01 18:43:09 +02:00
db8c10eeac Valve: Fixed WEAPON_TRIPMINE and WEAPON_SNARK and tweaked some player
animation stuff
2020-04-01 16:00:00 +02:00
a6b301755e Valve: Fix playermodel pitch/bone controller 2020-04-01 12:51:46 +02:00
3058015aa0 Valve: Add cvar cl_centerscores, to center the scoreboard 2020-04-01 12:24:41 +02:00
5cb0ad1bb3 HUD_SlotSelect: Only allow this if we've got any weapons at all. 2020-03-31 09:34:21 +02:00
163ac1993d Valve & Mods: Fixed Hud_SlotSelect bug in which you could weapons you did
not have in your inventory.
2020-03-31 06:42:03 +02:00
3f5f7b3d1c env_fade: fix crash or something 2020-03-30 19:59:26 +02:00
ec835c75f0 Added tweaks that'll help with 3D Glasses:
r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
e5a3f0880c Starting to clean up more RenderFX stuff, shoving most of it to CGame 2020-03-30 16:22:24 +02:00
cee8a25d82 Allow viewmodel to draw in a second pass (r_viewmodelpass 1) 2020-03-30 14:47:17 +02:00
9442a597fa moved sprite.cpp into gs-entbase/client/env_sprite.cpp 2020-03-28 11:43:08 +01:00
f66792ef49 Comitting the new cstrike-branch stuff so far, it's very little but a
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
0c62ea6371 Fixed a crash because monster_generic entities really shouldn't be CBaseEnt 2020-03-27 16:26:52 +01:00
dd16fd1684 Added FLAC music playback style to force for those files. 2020-03-26 23:36:54 +01:00
82d9027873 Added support for chaptertitle worldspawn key.
Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
ad713d2f7e Valve: Document more monster sounds etc. 2020-03-26 17:17:44 +01:00
7d330eb8cd Move the ability to use sentences over to CBaseEntity for now. 2020-03-26 12:19:27 +01:00
db4ed5ac3d Added initial support for basic sentences.txt on monsters. 2020-03-26 11:24:33 +01:00
b70b0cd6f9 Mititage startspot spawn-issues. 2020-03-25 20:20:53 +01:00
aa6b541313 the slot1-10 keys are now working as expected. 2020-03-25 19:57:08 +01:00
80d06e7dcd Cleaned up warnings. 2020-03-25 17:42:36 +01:00
4bdefa4cd7 Big commit, list of additions:
Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
66b629b83a Valve: Basic weapon pickup notification, cl_autoweaponswitch 2020-03-24 16:20:58 +01:00
223d740448 Effect_Blood can now take 'color' as a parameter. Also added some basic
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
7bf8db941d Shoved some precaching stuff around 2020-03-24 07:47:41 +01:00
f1190cd282 Fixed compiling against the latest entity-codebase 2020-03-24 07:26:49 +01:00
20c6a2d508 Gone over triggers to add some helpful prints. 2020-03-23 17:25:03 +01:00
41ce469bb3 Fix worldspawn 'skyname' key 2020-03-08 11:53:57 +01:00
c51da15564 Made the codebase compile again... 2020-03-08 10:59:46 +01:00
673cf9dbf8 Manual networking of all base-entities. This shouldn't be necessary,
but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
6c75cb749e Send classname over the net instead of netname if there isn't one 2020-01-08 02:29:29 +01:00
674432f6cb Added missing They Hunger files. 2019-12-22 23:28:39 +01:00
cfe0094c28 - Added early Poke646 entries.
- Added missing Shock-Rifle particle file.
- Fixed monster_scientist behaviour in SciHunt that broke.
- Added parenting functionality for entities (The Wastes uses this.)
- More updates to BasePhysics. Requires plugins/bullet.
  I want to make it work with primitive physics however.
- Updated prop_rope entity. The Wastes uses this and requires an updated
  engine.
- Changed the way env_sound works. This may be more accurate.
2019-12-22 12:13:49 +01:00
6fea65a586 Gunman Chronicles: Basic work on weapons and their menus completed.
Some weapons and their visuals are not implemented yet.
It's a very good preview of how things are going to work though.
2019-09-22 15:41:13 +02:00
18fda226f6 Updated Damage_Apply and TraceAttack functions to cache which weapon was
used to attack.

Also a few more weapon fixes. When will it ever be done???
2019-09-17 02:29:00 +02:00
8985a8f373 Added ammo culling for Half-Life 2019-09-15 23:55:18 +02:00
881e24905c Fixed that the weapon selection number was defined as being 255 instead of
256... go figure.
2019-09-15 15:49:05 +02:00
aa5dac4e01 Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate
weapon idle animation timers.
2019-09-15 08:38:52 +02:00
9f86e70f2f Weapon Select: Fix precision issue with flawed bitfield check.
Otherwise we're only getting access to 23 bits of mantissa... this should
totally be classified as a compiler bug, by the way.
2019-09-14 11:52:22 +02:00
2489e4d872 Renamed client/*.cpp to .c files where appropriate 2019-09-13 09:58:35 +02:00
caf39bd2ef Renamed text.c to prints.c, as it is more appropriate 2019-09-13 09:55:27 +02:00
b27f060589 Moved non-entity specific code from gs-entbase/client/ to client/ 2019-09-13 09:43:34 +02:00
fcc9643190 More tweaks for both Half-Life and Opposing Force weapons and behaviour.
Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
bf5c78fab2 Opposing Force: Initial commit of weapons.
Includes some networking fixes so we can actually use 32bits of items.
That's what these mods are good for - testing the infrastructure.
2019-09-12 01:20:03 +02:00
5132b28c49 Team Fortress: Basic Team/Class spawning. 2019-09-11 13:08:12 +02:00
94b0b5acc5 Team Fortress: Initial commit. Rough framework for the weapons, build
scripts, etc.
2019-09-11 08:45:41 +02:00
1f0ed248a5 Cleaned/optimised some obituary code. 2019-09-09 18:58:02 +02:00
9feedd1f04 Cleaned up some names used in prediction. 2019-09-09 18:57:46 +02:00
bca3a1f713 Prediction: Unbreak Weapons_Draw by setting the roll-back values of
predicted variables. This is because we're doing something that happens
outside the prediction... this should be more elegant but it works for now.
2019-09-08 12:19:27 +02:00
4da3cf5079 Prediction: Roll back .viewzoom, as that was forgotten about before. 2019-09-08 12:16:27 +02:00
44479cd637 Networking improvements. Make player entities and NPC networking
conditional. Only changed fields are networked. This is because the overall
design seems mature enough.
2019-09-07 21:01:05 +02:00
31750420be Remove/Fix sounds that were named wrong or missing. 2019-09-07 08:39:28 +02:00
6413e26786 Clean the 'valve' HUD for splitscreen. 2019-09-07 07:31:38 +02:00
137a44dac4 Cleaned up spraylogo.cpp a bit. 2019-09-07 06:21:27 +02:00
27707e37b6 Move things from the root src/ dir into the src/shared folder, as that
makes the most sense.
2019-09-07 05:50:44 +02:00
cf795010b9 Turn down the camera roll a litte. 2019-09-05 03:46:39 +02:00
5aa167d4af Added graphical obituaries for HL/SH.
The way the weapon is chosen is not yet final. I'm just tired and don't
feel like engineering the damage stuff right now.
2019-09-04 18:11:55 +02:00
53a12821e1 Cleaned up the damage routines to prepare for a bunch of new changes
related to obituaries etc.

Also added support for headshots. Right now they'll explode scientists'
heads so that's hilarious.
2019-09-04 10:38:39 +02:00
a7c2c04651 Delete v_cambob, as that never really worked well anymore to begin with. 2019-09-04 04:02:20 +02:00
50c1aced6e Handle muzzleflashes differently.
Originally I thought that the model event calls would decide which
muzzleflash to use. It WORKED close enough for CS afterall. It turns out
that the numbers must relate to size or something else which I have yet
to figure out. Either way this unbreaks muzzleflashes in Half-Life and soon
when I port the weapons from CS' system over to the predicted weapon system
from FreeHL, they'll get it too.
2019-09-04 03:57:06 +02:00
205cd5856f Made it so camera roll is only calculated when the player movetype is MOVETYPE_WALK 2019-09-04 03:14:41 +02:00
b34bd0298d Added cvar v_camroll. 2019-09-04 02:51:49 +02:00
b70eb4b7ce Counter-Strike: Bring back the scoreboard, as it wasn't interactive anyway. Maybe in the future there will be some fancy VGUI version. 2019-09-03 04:58:49 +02:00
0f3cc9c5f5 Initial support for scripted_sentence and sentences.txt. It doesn't do anything fancy yet. 2019-09-02 06:29:18 +02:00
978a0dd865 Added initial func_guntarget and trigger_autosave. 2019-09-01 22:39:56 +02:00
78429997aa Support for scrolling env_message text, as well as a test cmd (titles_test) that allows you to test message definitions. 2019-09-01 13:34:11 +02:00
f4ae48b1b5 Initial titles.txt support. Only env_message works with it right now. 2019-09-01 11:45:42 +02:00
7541db9f63 Half-Life: Only draw HUD when ITEM_SUIT is present. 2019-09-01 10:07:58 +02:00
0968ee7756 Counter-Strike: Don't open VGUI in singleplayer upon start. 2019-09-01 06:20:00 +02:00
dee8eb2fd8 Updated progs.src file paths. 2019-09-01 05:23:24 +02:00
b3acf9b715 Moving game specifics .src files into their own dirs. 2019-09-01 05:06:43 +02:00
a6c53e9a7c vid_reload/restart will now refresh decal shaders. 2019-09-01 04:52:49 +02:00
b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00