Commit graph

796 commits

Author SHA1 Message Date
91d1c2250f Use the predictable input_sequence variable for some random sequences.
This will soon be replaced by a more elaborate shared random number
generator of sorts.
2019-09-17 20:46:00 +02:00
dff926c468 Remove FreeCS' gfx.wad, as we're grayscaling fonts in-engine now. 2019-09-17 20:44:48 +02:00
9c743449c5 Reset all ammo fields for when they join/respawn in MP games. 2019-09-17 12:00:05 +02:00
04019acc01 Improve some of the player checks in Half-Life's ammo code. 2019-09-17 08:44:23 +02:00
969b488ed6 Half-Life: Fix WEAPON_SHOTGUN ammo3 being reset every function call. 2019-09-17 03:12:14 +02:00
e2fc274b70 Half-Life: Fix WEAPON_TRIPMINE ammo check, which falsely checks for a_ammo1
on the client-side instead of a_ammo2.
2019-09-17 03:04:02 +02:00
0e74b8f536 Wipe a_ammoX variables when switching to a new weapon, to make sure
they don't get carried over from another one.
2019-09-17 02:59:27 +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
f5e46fa15f Opposing Force: Fix WEAPON_PENGUINs infinite recursion, tweak ammo and icon 2019-09-16 09:30:33 +02:00
7a4b4a5a7d Half-Life: WEAPON_GAUSS a_ammo3 behaviour being overwritten fixed. 2019-09-16 09:29:55 +02:00
a4b04e4d40 Opposing Force: WEAPON_SPORELAUNCHER's reloading now works as expected. 2019-09-16 09:29:32 +02:00
25be163965 Half-Life: Fix a_ammo3 references being overwritten in WEAPON_HANDGRENADE 2019-09-16 09:29:03 +02:00
8f9ae9c3bb Half-Life: Make WEAPON_RPG's laser toggable 2019-09-16 09:27:38 +02:00
ce4e7ad9ed Half-Life: Add remaining MAX_A references into ammo.cpp 2019-09-16 09:27:09 +02:00
ac8b3d4480 Opposing Force: Nerf the whole idea that WEAPON_M249 can help make
you fly for a bit. mmkay.
2019-09-16 08:13:59 +02:00
577bd0bd19 Opposing Force: Get WEAPON_GRAPPLE mostly right. Needs testing on MP. 2019-09-15 23:57:03 +02:00
f73a843ec0 Opposing Force: Initial implementation of WEAPON_DISPLACER. 2019-09-15 23:56:31 +02:00
369faa60cf Opposing Force: Tweak reload timers to avoid the hold-down-primary bug. 2019-09-15 23:56:02 +02:00
8985a8f373 Added ammo culling for Half-Life 2019-09-15 23:55:18 +02:00
305206cbaa Nodes: Added initial code to parse Half-Life's nodes and dump them
into waypoints we can process with the routing API in-engine.
2019-09-15 15:56:39 +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
492cdfe8c5 Half-Life: Fixed ITEM_SUIT. This should not have happened. Sorry. 2019-09-15 10:52:49 +02:00
5956041ef7 Half-Life: WEAPON_PYTHON received some polish, fixes and idle
animation updates.
2019-09-15 10:20:50 +02:00
afe9e2b9d7 Half-Life: WEAPON_MP5 got some sweet more fixes as well. 2019-09-15 10:16:52 +02:00
52e1f6f5ff Half-Life: WEAPON_GLOCK received more polish also. 2019-09-15 10:15:18 +02:00
37a9e62273 Half-Life: WEAPON_CROSSBOW received more polish and fixes. 2019-09-15 10:13:56 +02:00
609031080e Call weapon.updateammo() from now on after each primary/secondary/reload
function.
2019-09-15 10:13:10 +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
493a1d01bb Half-Life: WEAPON_HORNETGUN's idle timer changed so that animations cycle
once we're done recharging. This makes it a whole lot easier to deal with.
2019-09-15 08:23:34 +02:00
da9dfdc0df Removing AMMO_ references. Those are unused. 2019-09-14 11:53:09 +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
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.
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
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.
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.
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