Commit graph

1216 commits

Author SHA1 Message Date
3ca223b673 PMove: Added a bit of a punchangle when falling/falldamage hits 2020-09-02 04:09:33 +02:00
9125cbbfeb Misc: Added simple script to build releases. 2020-09-02 00:26:26 +02:00
97a651fc58 Menu: Make sure CScrollbar has a minimum height of 20px for the... what's that thing called? The thing that slides. Whatever 2020-09-01 20:11:22 +02:00
870b9e5923 Menu: Added 'Advanced controls' submenu to 'Controls' 2020-09-01 00:46:16 +02:00
5e821a5651 Removed obsolete parameter from Death() and Pain(), as those are now residing in globals. 2020-08-31 10:56:31 +02:00
ffee615ead func_rot_button: Initial implementation. Sounds still missing. 2020-08-31 09:07:57 +02:00
f6fb7cf791 func_plat: Added support for spawnflag 1, cleaned up some routines and touched up some documentation 2020-08-31 06:59:32 +02:00
b129df68ed func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day. 2020-08-31 06:47:40 +02:00
1d111506ea Menu: Improve the scrollbar by making the bar variable height. 2020-08-31 04:36:09 +02:00
79d979515f CBaseMonster & CBaseNPC: Fix angles not being set accordingly when not following a sequence or a player 2020-08-29 06:22:18 +02:00
7d89eb9012 CBaseEntity: More accurate drawing of rendermode 'Texture' and overriding of clientside physics/think routines 2020-08-29 06:21:15 +02:00
425dad951b Seperated info_null and info_notnull into their own files. People can enable a flag that'll warn about info_null's being used in the maps, etc. 2020-08-29 03:15:43 +02:00
348052dd76 targ_speaker: Initial implementation. It plays a sound - that's it. Read the trivia for more info. 2020-08-29 00:32:26 +02:00
278e984eaf random_trigger: Initial implementation. Triggers its target after a random albeit roughly defined interval 2020-08-29 00:28:22 +02:00
72e5c6f2ef random_speaker: Initial implementation. This entity appears in Gunman Chronicles. 2020-08-29 00:07:53 +02:00
e3812ee88a trigger_counter: change print to dprint 2020-08-28 22:39:23 +02:00
9d5b1fb1a8 trigger_endsection: Add support for the 'master' key 2020-08-28 22:38:48 +02:00
ffca4e14b9 trigger_playerfreeze: Initial implementation. This entity is used in Opposing Force/Blue Shift to freeze players, like in the drill sergeant intro. Works fine in the maps that use it. 2020-08-28 22:36:56 +02:00
06a512137b trigger_counter: Initial implementation. You don't see this entity used a lot so more testing needs to be done to ensure we're not missing any undocumented fields. 2020-08-28 21:57:01 +02:00
63fb7e1d7f trigger_endsection: Fix it and add it back in... I suppose it was never enabled? 2020-08-28 21:55:37 +02:00
5526b3524c trigger_changetarget: implemented. needs testing, also any entity's get their target value reset during Respawn() properly if it's been changed by one of those. 2020-08-28 21:35:18 +02:00
67930b7dde monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures. 2020-08-28 19:12:45 +02:00
6845bf76bd func_vehicle: Reset .angles upon respawn, clamp velocity and angles by default for now. Will add a spawnflag later? 2020-08-27 10:15:12 +02:00
b7ac9ade38 Counter-Strike: Fixed hostage-rescue zone generation check. Exposed by trying to play bhd_cs by Nipper 2020-08-27 06:35:01 +02:00
69ed06b1fe PMove: Block jumping when FL_FROZEN is set on a player 2020-08-26 22:39:24 +02:00
f9241d86ea func_vehicle: It was 20 years ago today, this entity came out to play. It got everyone to smile, at least for a little while. Happy birthday Counter-Strike 7.0, introducing: func_vehicle! 2020-08-26 22:31:49 +02:00
641f68c6be Counter-Strike: Fix obituaries not rendering when spectating 2020-08-26 03:07:17 +02:00
0d700f487e infodecal: Added support for Trigger() states. This means you can de-spawn decals now, too. That's a first. 2020-08-20 19:40:22 +02:00
1bd552685d env_spark: Added support for Trigger() state control 2020-08-20 19:15:01 +02:00
308a529244 Counter-Strike: Make sure the ITEM_C4BOMB is unset whenever clients spawn... 2020-08-17 05:55:10 +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
aab8ff9572 Counter-Strike: Fix not being able to buy ammo for WEAPON_AUG 2020-08-17 05:42:09 +02:00
d61afb0b63 Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB 2020-08-17 05:38:39 +02:00
cf96d9379a ambient_generic: Fix harmless warning from when Trigger() was changed 2020-08-17 02:41:22 +02:00
4c61b07666 Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON 2020-08-16 07:46:02 +02:00
6ff467f6ce func_healthcharger/func_recharge: Don't let dead players be funny and use them when dead 2020-08-16 07:36:44 +02:00
85d7dc98e2 Menu: Fixed scrollbar not showing, using a wrong max-item value for reference 2020-08-16 01:31:49 +02:00
f1954cdb33 Plugins: Added hooks for InitEnts and cleaned up some plugins that would benefit from it. 2020-08-16 01:04:20 +02:00
431c6131f5 Plugins: Added more lines of dialogue to the voxannouncer plugin. 2020-08-15 12:21:19 +02:00
a79ead4197 Half-Life: Moved the silly Vox announcer for MP games into its own little plugin 2020-08-14 23:51:59 +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
f8b8bb18f7 Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons. 2020-08-14 23:00:03 +02:00
0dd19431b6 Plugin: Added example plugin p_connectsounds 2020-08-14 22:13:45 +02:00
a00a574b4a Plugins: Added ClientConnect and ClientDisconnect hooks 2020-08-14 22:13:03 +02:00
96c3590a08 Plugins: Use our own plugins.txt listing to decide which plugins get loaded... 2020-08-14 21:16:47 +02:00
bb22097203 target_cdaudio is now implemented, what maps use this over trigger_cdaudio anyway? 2020-08-10 13:11:14 +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
d8ce029466 scripted_sequence: Report state value to multisources. 2020-08-09 12:55:38 +02:00
b3ba711bab CBaseTrigger: The order of states was actually kinda iffy for relays. Adjusted the internal order to require no messy conversion. 2020-08-09 02:11:54 +02:00
bbf426e58e CBaseEntity: Change EF_FULLBRIGHT to the infinitely superior two-step method of setting some drawflag and setting the .abslight key from HeXen II to the max. That's how we do it on brushes apparently. Bogus! 2020-08-09 02:10:36 +02:00