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
19b565b202
Menu: Cleaned up gamma hack.
2020-08-09 00:53:18 +02:00
36a80aea38
Menu: Added brightness hack. This is to avoid Half-Life cfg's from turning the screen white because of different interpretations of cvar values.
2020-08-08 17:37:25 +02:00
1c8d21da62
Prototypes for momentary_rot_button and momentary_door with some basic input logic to have them interact.
2020-08-08 02:39:38 +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
80fb0aa46f
func_breakable: Changing material from float to int fixed our material type always being glass - OKAY... fteqcc compiler bug?
2020-08-07 23:15:37 +02:00
8ad56c0f2f
func_door: Add support for trigger states on/off/toggle.
2020-08-07 22:19:29 +02:00
2299a478bb
func_door_rotating: Handle trigger state (on/off/toggle).
2020-08-07 22:16:00 +02:00
c9094d86d9
trigger_auto: Respect the triggerstate entity key. trigger_teleport: Fix flag check for monsters.
2020-08-07 22:14:59 +02:00
d324259e72
CBaseTrigger: Massive change that allows us to finally set states. This affected every entity that can be triggered. Things like the airlock check in c1a0d work now.
2020-08-07 14:07:38 +02:00
40d0ceedf5
CBaseEntity: Fix hologram alpha calculation that regressed.
2020-08-07 13:55:29 +02:00
774eb4cf14
trigger_once: Implement the spawnflags that check for whether a monster/client is allowed to trigger.
2020-08-07 09:58:52 +02:00
17f3333bd3
Menu: Allow setting of the default chatroom to join.
2020-08-06 23:26:51 +02:00
96a873c0da
trigger_changelevel: Fix and improve landmark positions and direct touch triggers.
2020-08-05 23:17:21 +02:00
9e13854dbe
Half-Life: Remove redundant target health check in monster_zombie.
2020-08-03 23:43:18 +02:00
654c3d370f
Half-Life: Added melee and ranged attacks to monster_human_grunt and marked him as an enemy to players.
2020-08-03 23:42:45 +02:00
59d13f7103
Half-Life: Added basic monster_houndeye ranged blast attack code. This still needs further reverse engineering as I think the dmg value varies.
2020-08-03 23:42:14 +02:00
6dbfff0b68
Half-Life: Mark monster_barney as friend to avoid confusion. Make it so his pain animation interrupts firing time.
2020-08-03 23:41:25 +02:00
1eefedbc36
Smoothed out turning of monsters/npc entities, they'll also reset paths when losing track of a target properly now.
2020-08-03 23:39:57 +02:00
eecb76ebc7
Half-Life: Worked on the melee/ranged attacks of monster_alien_slave.
2020-08-03 23:37:52 +02:00
3c4a518b8e
Counter-Strike: Fixed some warnings.
2020-08-03 18:49:30 +02:00
743d7a33d0
Half-Life: Add support for player respawns when coop is 1, as well as custom player model support in coop.
2020-08-02 15:21:35 +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
b9f4da2494
Half-Life: monster_zombie and monster_headcrab are attacking somewhat properly now and chase you around. Currently still working out the whole vision logic.
2020-08-02 12:55:03 +02:00
690d390e79
Counter-Strike: Added various pain animations to hostage_entity and proper pain and death penalties.
2020-08-02 11:40:41 +02:00
effc455b04
Menu: Rearranged and relabeled some buttons in the Update menu. Added ability to double-click entries to stage files for install/removal for improved UX.
2020-07-30 09:54:46 +02:00
73597af3c0
Some basic Attack functions for CBaseMonster. monster_barney in Half-Life will draw, holster his weapon against targets and shoot. Shows there's some use in our pathfinding already.
2020-07-27 01:19:53 +02:00
da7c5a27e2
Server: Use the undocumented (but handy) readcmd instead of localcmd to parse skill files instantly. This will avoid the bug of delayed config loading. That's the theory.
2020-07-25 01:58:12 +02:00
9d58f78548
Menu: Move version info down so it doesn't hide some images in certain menus.
2020-07-25 00:50:51 +02:00
e82cc69671
Scientist Hunt: Add skill_scihunt.cfg and make the weapons damage values respect the internal values.
2020-07-25 00:46:18 +02:00
4427529e51
Client: Put renderscene() into its own function to make profiling easier.
2020-07-22 23:03:10 +02:00
abe97ebe43
Half-Life: Add a silly announcer to spice things up when players get killed.
2020-07-18 01:56:28 +02:00
030cf0f21a
Half-Life: Fixed purely visual bug in the WEAPON_SATCHEL ammo counter, where it'd falsely subtract 1 satchel when exploding them all.
2020-07-12 00:14:29 +02:00
80c5cdc5f9
Half-Life: Fix the bug that WEAPON_SNARK doesn't get removed from the inventory when all snarks have been deployed.
2020-07-12 00:00:41 +02:00
4323dd71bd
func_door: Expanded QUAKED documentation for level designers, added notes on spawnflags.
2020-07-11 21:40:19 +02:00
d286fac6cc
Menu: Add build date information.
2020-07-11 20:59:45 +02:00
1fca666a5f
Menu: Fix memory leak that'll when preparing some TCP streams. Fix a name display issue in the IRC log.
2020-07-11 15:55:03 +02:00
b3713ca0ab
func_door: Improve documentation for level designers
2020-07-10 13:43:11 +02:00
336c8adee1
Sentences: More parsing fixes, as some dialogue broke.
2020-07-10 12:13:20 +02:00
f33541a84d
func_door: Support for Source engine noise1 and noise2 fields, allowing for custom door sounds outside the predefined set.
2020-07-10 11:57:30 +02:00
8d1270a5d1
Menu: Make the CTextBox widget recognize K_KP_ENTER
2020-07-09 22:03:35 +02:00
b649ab78ca
Half-Life: Added check for violence_hblood and violence_hgibs and acting
...
accordingly.
2020-07-09 21:24:02 +02:00
de9ec013af
Menu: Add 'Content control' configuration page. This sets the violence_ variables and whatnot.
2020-07-09 21:17:13 +02:00
7eee535e39
Menu: Added readme menu page, allow inserting of text that'll get wrapped
...
automatically. Mods can have their own readme.txt files parsed too now.
2020-07-09 20:00:16 +02:00
c0f97524ce
Change 'impulse 240' for adding bots to 'sv bot_add', which is game-mode
...
oriented and more flexible to mod authors.
2020-07-09 10:42:34 +02:00
18627889f9
Half-Life: Fix WEAPON_SNARK in multiplayer, targetting
2020-07-07 23:41:35 +02:00
f54826986f
Half-Life: Fix WEAPON_TRIPMINE spawning in multiplayer.
2020-07-06 19:30:19 +02:00
c033f5d88e
Menu: Fix warning by casting explicitly.
2020-07-01 08:31:16 +02:00
a0ba14d5de
Menu: Ignore K_ESCAPE in CTextBox's input
2020-06-30 19:10:59 +02:00
419ee9ae8d
Menu: Fix chat message passing to CSQC
2020-06-30 18:41:00 +02:00
7365dd27e6
Menu: Close cached TCP socket and fix timeout dialog
2020-06-30 18:08:31 +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
d8f9c545a6
Initial commit of the TCP helper backend that we'll need for the next-gen chat
2020-06-30 13:07:54 +02:00
37a3494559
Fix 3 small warnings.
2020-06-28 10:52:13 +02:00
bca72fafc8
Sentences_ResetSample: Change return type.
2020-06-27 14:20:58 +02:00
25b7cbcf47
Half-Life: Remove references of .armor from WEAPON_TRIPMINE
2020-06-25 11:06:57 +02:00
7611796555
Counter-Strike: Mark hostage_entity as MULTIPLAYER available.
2020-06-25 11:06:02 +02:00
980fe8f864
Mark monster_furniture, monster_generic and monstermaker as MULTIPLAYER available
2020-06-25 11:05:28 +02:00
aef3b2f8c1
Sentences: Minor improvement to parsing sentences.txt entries
2020-06-25 11:01:44 +02:00
776ef713fc
Missed this file with the last commit.
2020-06-14 00:56:21 +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
12c26958e1
CBaseMonster: Add MSF_MULTIPLAYER flag, so monsters can be made available in multiplayer on a per-class basis.
2020-06-12 17:02:30 +02:00
9cde95495d
monster_scientist: Fix the model/character selection using the new SetBody system
2020-06-12 16:41:21 +02:00
8c62ea4f73
Update gs-entbase README
2020-06-12 16:30:09 +02:00
1b27e26582
func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.
2020-06-12 13:37:37 +02:00
a3ade0deab
trigger_teleport: respect the 'master' value, support for spawnflags 1 and 2.
2020-06-12 13:02:14 +02:00
4fe5166fd1
button_target: Initial implementation
2020-06-12 12:48:40 +02:00
d5a74fc5a8
Scientist Hunt: Remove redundant player class attribute definitions.
2020-06-12 12:10:29 +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
26d7d62d04
trigger_camera: Add trigger capabilities (to be in spec) and aim towards the moveto entity. Still missing a few bits but we're getting there soon. Need more test maps.
2020-06-12 12:08:55 +02:00
28feec0490
trigger_autosave: Added missing newline for localcmd()
2020-06-12 12:07:24 +02:00
90d91e1260
player_loadsave: Initial implementation.
2020-06-12 12:06:50 +02:00
5b34579e9b
Server: Exec skill_[gamename].cfg as a fallback for skills
2020-06-12 10:20:17 +02:00
bbad094cae
Prevent monster entities from spawning outside coop 1 or maxplayers 1.
2020-06-12 10:03:07 +02:00
bdfb040bc2
player_weaponstrip: Initial implementation; func_breakable: warn when key 'spawnobject' defines an out-of-bounds spawn id.
2020-06-12 09:46:24 +02:00
2c4f602195
func_pendulum: Handle rotating around Z axis.
2020-06-09 01:52:06 +02:00
887f48a1ea
func_pendulum: Change the axis for spawnflags bit 128.
2020-06-09 01:43:58 +02:00
3b7431cba1
func_conveyor: Fix spawning, respawning and use of SetAngles because they weren't updating before.
2020-06-09 01:36:20 +02:00
e24dc3467d
func_pendulum: Initial implementation.
2020-06-09 01:35:27 +02:00
dc43e5f3a9
Counter-Strike: Prevent the player defusing the bomb from moving.
2020-06-09 00:52:12 +02:00
70451433b8
Counter-Strike: Reset progressbar upon round restart.
2020-06-09 00:30:06 +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
ae394e9703
Counter-Strike: Make the ammo counter display 1 for WEAPON_C4BOMB (as it's currently a single use item).
2020-06-08 23:48:03 +02:00
591f878d55
Counter-Strike: Defusing the bomb is now handled outside the player input logic, working.
2020-06-08 23:46:44 +02:00
e1ba466917
trigger_changelevel: Check if the activating is in fact, a client.
2020-06-08 15:00:40 +02:00
76b5ff1879
Fix env_sprite from networking using MSG_ENTITY instead of MSG_MULTICAST when networking once.
2020-05-31 22:41:57 +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
828a41eff8
Fix new compiler warnings.
2020-05-30 23:08:11 +02:00
fcb99ad427
Add support for func_breakable its spawnobject key.
2020-05-30 14:57:01 +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
cca1e646c2
Counter-Strike: Changed WEAPON_USP45 firing rate to be closer to 1.5's.
...
It was based on the values of CS:S before (as those are not hard-coded...)
2020-05-03 23:50:11 +02:00
2db9d5bf31
Gunman Chronicles: Unstuck secondary option menus.
2020-05-03 05:39:34 +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
af7820def4
Moved class item_pickup definition to a higher scope, so the weapons
...
can manipulate pickup related things within their own source file.
2020-05-02 01:00:27 +02:00
9fec86e295
Half-Life: Add SetFloating to class item_pickup.
2020-05-02 00:38:07 +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
5ce957bb20
BaseMonster: Went over various monsters to fix gibbing since that had
...
regressed with the way we do damage now.
Replaced all 'frame=' assignments with SetFrame calls so it gets networked.
2020-04-28 17:49:32 +02:00
2a6ff3babd
Added Rendermode: RM_FULLBRIGHT
2020-04-28 10:27:20 +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
e697fd8fc5
Counter-Strike: Fix the hostage from becoming unresponsive when hurt.
2020-04-28 06:14:30 +02:00
a1f2a78800
Scientist Hunt: Fix the scientist by making it use the new methods to
...
control CBaseEntity based objects.
2020-04-28 06:14:07 +02:00
cf34e1d678
Half-Life: Make player death-flatline a sound shader
2020-04-28 06:13:22 +02:00
7c1921ae05
Opposing Force: Added stubs for the upcoming CTF logic.
2020-04-28 06:11:44 +02:00
70ddc6a150
Counter-Strike: Cleaned up the weapon-table
2020-04-28 06:09:57 +02:00
12328e2d08
Tell Poke646 and They Hunger to build with CLASSIC_VGUI
2020-04-28 06:09:19 +02:00
92aac3489f
Counter-Strike: Added intermission logic.
2020-04-26 20:57:13 +02:00
9ace996ada
Counter-Strike: Make sure we drop our current weapon, as well as the C4
...
bomb if we do happen to carry it.
2020-04-26 13:40:03 +02:00
3b0d7b7fdc
Weapons: Make sure dropped items get purged between rounds.
2020-04-26 13:23:18 +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
46f720d562
Counter-Strike: Handle level-transitions for weapon information, purge
...
said information when dying in MP games as well.
2020-04-26 03:28:42 +02:00
da7f06b835
Counter-Strike: Hostage interaction rewards. 150 dollars! Grab one now for
...
big big boni!
2020-04-26 00:12:33 +02:00
5c74aa99ab
Counter-Strike: Disallow terrorists from interacting with the hostages.
...
Must have been really tired one night.
2020-04-26 00:04:39 +02:00
321256c009
Counter-Strike: Tweak the punchangle/recoil to feel closer to 1.5. It was
...
a bit too low before I feel.
2020-04-25 22:29:35 +02:00
ece32f1c51
Counter-Strike: Tweak the kill-icon for WEAPON_C4BOMB so it's the generic
...
death one.
2020-04-25 22:29:00 +02:00
dae9080d57
Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
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a fullbright effect.
2020-04-24 05:39:06 +02:00
c41eedb593
Base Scoreboard: Simple team scoreboard. It tracks certain infokeys, look
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at server/cstrike/gamerules_multiplayer.cpp for an example.
2020-04-24 05:38:38 +02:00
82d14b46d8
CGameRules: Allow different MaxItemPerSlot limits per slot type.
2020-04-24 05:37:54 +02:00
cc0e7edec0
Counter-Strike: Went over the kill icons for all the weapons.
2020-04-24 05:37:25 +02:00
876468fc29
Fixed a bug in which self wasn't reset in Weapons_AddItem()
2020-04-23 22:42:09 +02:00
7c0315d56f
Added CGameRules::MaxItemPerSlot to let gamemodes/rules allow how many
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items we allow per inventory/HUD slot. CS's is 1 in multiplayer.
2020-04-23 21:02:38 +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
051d07fbcf
TraceAttack: Added support for weapon-specific penetration values.
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Counter-Strike now uses those, values are those from CS:S's 2011 weapon
scripts.
2020-04-23 06:51:39 +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
d8b832041c
Counter-Strike: Fixed being able to buy ammo outside of the buy-time...
2020-04-23 05:19:38 +02:00
4794f45cb1
Added the 'getpos' command that people in Source are familar with.
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Requested by Xylemon!
2020-04-23 04:56:23 +02:00
f79863d3c1
Counter-Strike: WEAPON_FLASHBANG now does some fancy calculation for
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flashing players.
2020-04-23 04:33:11 +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
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specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +02:00
781d896bfd
Counter-Strike: Simplified CSMultiplayerRules::PlayerFindSpawn by making it
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non-random.
2020-04-23 01:55:23 +02:00
b688738320
Counter-Strike: Fix armoury_entity from selecting the wrong model for some
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items.
2020-04-23 01:45:56 +02:00
7c19a62aaf
Counter-Strike: Went over the player-model selection code.
2020-04-23 01:40:31 +02:00
8905fa98bc
Counter-Strike: play sound when successfully buying ammo.
2020-04-23 01:28:28 +02:00
d0ec99b5b1
CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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which should give us a lil boost since we no longer need to save that
much mem.
2020-04-22 23:33:18 +02:00
61ea2dfe6c
Add get/set methods for rendermodes so we can issue network-updates
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directly instead of wasting attributes to keep track of changes.
2020-04-22 20:33:15 +02:00
fa8304f70d
CBaseEntity: Reset rendermode attributes upon Respawn()
2020-04-22 20:04:01 +02:00
ab9bea1bd8
env_render: Added dprint info upon trigger.
2020-04-22 19:59:07 +02:00
65a2018b6d
Counter-Strike: Force Weapons_SwitchBest() in CSMultiplayerRules upon
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respawning.
2020-04-22 19:58:37 +02:00
5521c44b72
PMove: Added phy_wateraccelerate. Some mods have such a low phy_accelerate
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that clients can't escape a swimming pool.
2020-04-22 18:37:28 +02:00
db39b7171e
Counter-Strike: added CSEv_AmmoBuyPrimary and CSEv_AmmoBuySecondary.
2020-04-22 14:12:57 +02:00