c46a49261c
Redid weapon pickup logic for the weapon API.
2019-09-13 07:22:17 +02:00
3265f76fb2
Opposing Force: WEAPON_GRAPPLE prototype to play around with.
2019-09-12 13:15:04 +02:00
7c35269b79
Opposing Force: Fixed sniper ammo model and ammo counts. Someone was sleepy.
2019-09-12 12:13:26 +02:00
82fdf44402
Opposing Force: More polish to WEAPON_EAGLE.
2019-09-12 11:12:35 +02:00
fcc9643190
More tweaks for both Half-Life and Opposing Force weapons and behaviour.
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Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
0952fc197c
Opposing Force: Tweak WEAPON_EAGLE firing rate for the laser mode, fix that the
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laser is being reset upon walking over someone dirty ammo
2019-09-12 07:18:30 +02:00
bf5c78fab2
Opposing Force: Initial commit of weapons.
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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
a683994dc5
Team Fortress: Add item_healtkit from Half-Life
2019-09-11 14:37:02 +02:00
91cb97ab7d
item_tfgoal: Set bounding box.
2019-09-11 14:36:47 +02:00
1fa05bee3a
Team Fortress: Added link from i_t_g to info_tfgoal
2019-09-11 14:36:31 +02:00
6f7c7c7b1e
Added env_message_single(), this will probably be merged/removed later.
2019-09-11 14:35:30 +02:00
4029e92713
Team Fortress: Add fancy class help upon spawn.
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TODO: Make this optional, via setinfokeys
2019-09-11 13:33:32 +02:00
5132b28c49
Team Fortress: Basic Team/Class spawning.
2019-09-11 13:08:12 +02:00
dad17ab315
Added initial logging code...
2019-09-11 13:07:27 +02:00
57d513eae8
Half-Life: Make WEAPON_PYTHON play the reload sound.
2019-09-11 13:06:19 +02:00
47aa2ea12a
Team Fortress: Tweak wrench animations to actually fit.
2019-09-11 09:08:19 +02:00
94b0b5acc5
Team Fortress: Initial commit. Rough framework for the weapons, build
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scripts, etc.
2019-09-11 08:45:41 +02:00
1ebd5f6ced
Scientist Hunt: Add default.cfg that I forgot to commit ages ago
2019-09-11 08:02:41 +02:00
637a311c3f
func_train: Add support for TRAIN_WAIT (1), which is used by the first elevator
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in the Hazard Course training. Fun stuff.
2019-09-10 09:53:36 +02:00
9a47c3d9b8
Half-Life: Added player gibbing because lul.
2019-09-09 22:43:43 +02:00
1e5feeaa79
func_door: Add support for the netname key, which fires a target upon
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closing of the door.
2019-09-09 22:26:17 +02:00
38347acabb
Improvements to all entities that make the gun-range at Hazard Course work,
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this means correct behaviour of multisource, multimanager entities, as well
as func_guntarget and func_door_rotating so that they expose the right bits
of information as needed for the managers to work.
2019-09-09 22:05:32 +02:00
004f87dacc
path_corner: Documentation improvements, PC_FIREONCE.
2019-09-09 19:12:18 +02:00
2278daf727
Remove ITEM_HEALTHKIT and ITEM_BATTERY g_items bitflags.
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No point in allocating bits for one-time pickup items.
I must have been asleep or something.
2019-09-09 19:00:06 +02:00
8d4c6c086e
Xen decor: Literally just some static xen decor. Doesn't do anything yet.
2019-09-09 18:59:13 +02:00
a8d2a64ef9
plugins/chatsounds: make it more readable for 80 columns
2019-09-09 18:58:40 +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
a802c3bf3e
func_train: implement most (if not all used) functionality. Needs more
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testing, but on the maps on which it does work, it seems to work well.
Keep in mind that the player physics don't take ground entities into
account yet - so you'll still bounce off the platforms when they're moving
down, etc. That's a problem with the physics, but not the entity itself.
2019-09-09 18:56:56 +02:00
e64bc2ca8e
Networking: Make sure level transitions don't miss player entity setup
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packets
2019-09-08 12:59:17 +02:00
b447628a97
Add 'gearbox' config and modinfo.txt
2019-09-08 12:58:38 +02:00
bca3a1f713
Prediction: Unbreak Weapons_Draw by setting the roll-back values of
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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
8d9b03f6ca
monster_generic: call droptofloor(), as it seems that some of those float
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mid-air otherwise.
2019-09-08 12:18:19 +02:00
875dc52c96
Networking: Add keepalive packet for players, so that prediction doesn't break.
2019-09-08 12:17:46 +02:00
4da3cf5079
Prediction: Roll back .viewzoom, as that was forgotten about before.
2019-09-08 12:16:27 +02:00
3112040047
old_viewofs should really be a float.
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Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
44479cd637
Networking improvements. Make player entities and NPC networking
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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
63d91bb40e
HL/SH: Make the ammo type icon affected by the ammo2/3 alpha
2019-09-07 07:47:11 +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
5ddd040f9d
Added src/mk_mapdef.sh to generate Radiant compatible entity definition
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files.
2019-09-07 05:51:12 +02:00
27707e37b6
Move things from the root src/ dir into the src/shared folder, as that
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makes the most sense.
2019-09-07 05:50:44 +02:00
f4ced97ad0
Started documenting map entities via QUAKED style comments.
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Use the mk_mapdef.sh script to generate a radiant compatible entities.def
file.
2019-09-07 05:37:06 +02:00
98e7bdef03
Spraylogos: Illuminate them with getlight()
2019-09-05 18:11:01 +02:00
396e811850
Scientist Hunt: Fixed weapon kill icon info.
2019-09-05 04:47:43 +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.
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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
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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
9f68bc97e1
Scientist Hunt: Tweak the chainsaw for a bit animation wise.
2019-09-04 04:40:05 +02:00