Commit graph

1641 commits

Author SHA1 Message Date
4c2b37c34d
NSEntity: Save/Restore behaviour for some more fields. 2021-10-22 21:20:22 +02:00
fa5cdd5a80
Initial commit of the Save/Restore system, this is the first reference
implementation of QuakeC controlled save-files and SV_PerformLoad() and
SV_PerformSave that Spoike added into FTEQW for Nuclide.
2021-10-22 20:51:51 +02:00
0a4b0ea795
Client: Move Damage_Draw() and Damage_Precache() out of here, into the
game-specific realm
2021-10-21 23:30:42 +02:00
64eb0cc11d
PMove: Be more aggressive with our unstuck function. 2021-10-21 21:27:58 +02:00
ac8eefc313
NSEntity: Fix a very bad bug that caused Client entities to not parse
any fields through SpawnKey.
2021-10-21 00:36:15 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
so we keep track of which body types we hit
2021-10-16 21:28:03 +02:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +02:00
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
dd94d7d75f
View: Move muzzleflash precaches out to be game specific. 2021-10-06 22:00:23 +02:00
7acdd8a2d6
Base: Weapons_SetModel; make sure the viewmodel's bbox gets set to point
size every time the model changes, in case the sv_gameplayfix for setmodel
sizes hack is enabled.
2021-10-04 22:47:52 +02:00
3d7e132699
CBaseEntity: add SetParent and ClearParent Inputs for level designers. 2021-10-04 13:56:18 +02:00
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
043fc1e390
build.cfg: Set BUILD_ENGINEREVISION to 6063 2021-10-02 21:23:51 +02:00
12753616df
Remove some left-over junk code that no longer runs 2021-09-30 23:32:47 +02:00
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
some other games.
2021-09-30 23:19:01 +02:00
a62aee6e15
build.cfg: We now link against FTEQW revision 6061 by default. 2021-09-26 22:24:22 +02:00
a12eb94115
Add common/clipgrenade to vmap_tex.pk3dir. 2021-09-24 12:11:36 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
over something that we can +use on.
2021-09-23 01:01:59 +02:00
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
propdata.
2021-09-21 21:11:02 +02:00
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
f34b78b11c
CBaseMonster: Fix being able to push monsters around when you're standing on them 2021-09-17 20:41:48 +02:00
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
func_breakable entity aware of it.
2021-09-17 19:31:22 +02:00
3cc01ca512
CBaseMonster/NPC: Tweak what qu/s speed is considered falling 2021-09-17 01:24:47 +02:00
211a28692b
CBaseMonster: Add FALLING flag, and FallNoise() method so monsters/npcs can
specify what to do/play when they start falling.
2021-09-17 00:41:58 +02:00
56e07c3f06
CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
or not monster entities spawn on init.
2021-09-16 21:16:37 +02:00
1764677394
Add hacks to func_door(_rotating) that deal with 'wait' being 0. 2021-09-16 20:26:03 +02:00
2cebd560c3
multi_manager: Remove old debug prints 2021-09-16 19:19:22 +02:00
56a616ec8b
CBaseEntity: Add reliable methods to query what certain attributes where
when the entity first spawned. (e.g. GetSpawnOrigin())
2021-09-16 17:34:56 +02:00
cba54d3e2b
Added crossprint, changed input_sequence from int to float as
it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
034575ac87
Plugins: chatsounds.dat will now look for any definitions
file named chatsounds_*.txt.
2021-09-12 12:19:28 +02:00
81116646e4
Sound_Distance: Use pointsound, because the engine may do a funny
with channels and whatnot in the OpenAL backend. It works when
no entities are involved.
2021-09-12 01:17:26 +02:00
ab34230016
GS-EntBase: func_door_rotating gets the 'locked_sound' too. That's
it for today.
2021-09-12 01:11:36 +02:00
eda2e3e751
GS-EntBase: Implement 'locked_sound' in func_door. 2021-09-12 01:06:45 +02:00
c9d502f364
GS-EntBase: env_shooter's Respawn should set .think to __NULL__
to avoid potential Respawn() calls not working as expected.
2021-09-12 00:30:37 +02:00
dfa7e32eca
CBaseNPC: Don't allow us to 'Speak' or 'Sentence' when we're dead. 2021-09-12 00:21:28 +02:00
f884b3d35d
Separate networking between CBaseEntity and CBaseMonster, needs
cleaning.
2021-09-12 00:13:24 +02:00
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
entities upwards out of the ground.
2021-09-12 00:12:55 +02:00
b8de87d45c
func_pushable: Mark collision-helper as non-solid upon breaking. 2021-09-12 00:11:12 +02:00
d4fe258d62
prop_vehicle_driveable: Fix QUAKED definition classifying it as
a brush entity, oops.
2021-09-11 22:46:29 +02:00
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
vehicles.
2021-09-11 22:43:14 +02:00
b7f722dae1
build_game.sh: add SKIP_UPDATE check 2021-09-09 19:18:50 +02:00
bc2fbb4a69
Implement setpos() and setang(). The engine provides setpos, but
we may want to declare it for possible future overrides.
2021-09-09 19:03:26 +02:00
5578b0e602
GS-EntBase: Add client-side prediction for func_tankmortar. 2021-09-08 20:17:13 +02:00
05fe98e0ca
vmap.sh: add VMAP_FASTLIGHT env check 2021-09-04 00:05:42 +02:00