Commit graph

1292 commits

Author SHA1 Message Date
07e6fae83e env_sound and env_soundscape: Don't run when WORLD hasn't been initialized 2020-03-03 22:48:07 +01:00
f3f2176fc7 VGUI: Misc tweaks I've come across when doing TW 1.3 2020-03-03 22:47:44 +01:00
d41026aed7 env_glow: support normalized 'color' key. 2020-03-03 22:47:16 +01:00
61469e5785 dev_buildcubemaps will now default to saving .ktx files.
Blame Spike for making them currently write WRONG ANGLES, however.
2020-03-03 22:47:01 +01:00
ddac9f5b29 Added stub for func_dustmotes, added func_lod. 2020-03-03 22:46:20 +01:00
9d6611c928 Compile warning fix for Rewolf. 2020-03-03 22:45:48 +01:00
e79a03b5b8 Added support for the 'message' key in triggers. 2020-03-03 22:45:30 +01:00
d25aead1a7 Added 'shadows' key to CBaseEntity. 2020-03-03 22:44:35 +01:00
8f50766457 CSQC CBaseEntity: Only set drawmask when modelindex is valid 2020-01-20 19:35:57 +01:00
905e90d499 TW: Added TOGGLEDIR flag for func_rotating... 2020-01-20 19:35:10 +01:00
673cf9dbf8 Manual networking of all base-entities. This shouldn't be necessary,
but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
9386b7f158 Added gibshooter, but it's disabled because the maps that uses expect it
to have a concept of states, so in order to not create thousands of ents...
2020-01-08 04:50:38 +01:00
b4423ec32f env_shooter: Use "delay" as well as "m_flDelay", if the latter is even used?
I guess I typo'd.
2020-01-08 04:33:52 +01:00
6442ea1481 func_door: Fixed blocked damage behaviour 2020-01-08 04:33:03 +01:00
b8c6892093 func_door_rotating: Fixed REVERSE flag. 2020-01-08 04:32:50 +01:00
feaf4d6b39 Added basic/incomplete env_laser implementation 2020-01-08 04:31:46 +01:00
6c75cb749e Send classname over the net instead of netname if there isn't one 2020-01-08 02:29:29 +01:00
674432f6cb Added missing They Hunger files. 2019-12-22 23:28:39 +01:00
cfe0094c28 - Added early Poke646 entries.
- Added missing Shock-Rifle particle file.
- Fixed monster_scientist behaviour in SciHunt that broke.
- Added parenting functionality for entities (The Wastes uses this.)
- More updates to BasePhysics. Requires plugins/bullet.
  I want to make it work with primitive physics however.
- Updated prop_rope entity. The Wastes uses this and requires an updated
  engine.
- Changed the way env_sound works. This may be more accurate.
2019-12-22 12:13:49 +01:00
c5b0e0146f Some fixes to get FreeHL to compile without TW. 2019-11-09 02:09:17 +01:00
7048e0add0 Fix wrong hashtable creation call for materials.
Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
5f41894f02 env_soundscape, initial fixes. 2019-10-19 04:29:34 +02:00
d92bab77f5 prop_rope: Added swing factor. 2019-10-08 22:28:08 +02:00
ed5bf4acf3 client-side gs-entbase updates for TW. 2019-10-08 22:14:18 +02:00
32b7791b2b Add internal support for damage types. still a few more useful ones to add
on a per-case basis.
2019-09-29 01:54:29 +02:00
6fea65a586 Gunman Chronicles: Basic work on weapons and their menus completed.
Some weapons and their visuals are not implemented yet.
It's a very good preview of how things are going to work though.
2019-09-22 15:41:13 +02:00
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
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
94b0b5acc5 Team Fortress: Initial commit. Rough framework for the weapons, build
scripts, etc.
2019-09-11 08:45:41 +02:00
637a311c3f func_train: Add support for TRAIN_WAIT (1), which is used by the first elevator
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
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,
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.
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
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
packets
2019-09-08 12:59:17 +02:00
bca3a1f713 Prediction: Unbreak Weapons_Draw by setting the roll-back values of
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
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.
Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
44479cd637 Networking improvements. Make player entities and NPC networking
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
files.
2019-09-07 05:51:12 +02:00
27707e37b6 Move things from the root src/ dir into the src/shared folder, as that
makes the most sense.
2019-09-07 05:50:44 +02:00
f4ced97ad0 Started documenting map entities via QUAKED style comments.
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.
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
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
0841eb65f0 Scientist Hunt: Set the double barrel muzzle flash. 2019-09-04 04:39:46 +02:00
bc4bd0580d Scientist Hunt: Tweak the Hammer to not violate our precious ears 2019-09-04 04:39:16 +02:00
a7c2c04651 Delete v_cambob, as that never really worked well anymore to begin with. 2019-09-04 04:02:20 +02:00
50c1aced6e Handle muzzleflashes differently.
Originally I thought that the model event calls would decide which
muzzleflash to use. It WORKED close enough for CS afterall. It turns out
that the numbers must relate to size or something else which I have yet
to figure out. Either way this unbreaks muzzleflashes in Half-Life and soon
when I port the weapons from CS' system over to the predicted weapon system
from FreeHL, they'll get it too.
2019-09-04 03:57:06 +02:00
205cd5856f Made it so camera roll is only calculated when the player movetype is MOVETYPE_WALK 2019-09-04 03:14:41 +02:00
9726d25eaf trigger_autosave: Will now print the game saved text to the screen. 2019-09-04 02:52:13 +02:00
b34bd0298d Added cvar v_camroll. 2019-09-04 02:51:49 +02:00
d577f378e2 Menu: Error checking for strings.lst parsing, as some mods (The Ship) can't
do access out-of-bounds string indices.
2019-09-03 10:41:13 +02:00
22763a61ff Fixed HORRIBLE Damage_Radius behaviour.
Basically the damage value from the parameter was modified which resulted
in every entity found that's damaged taking damage away from every entity
that's potentially affected by the radius damage.

In Half-Life the armor skip would also be ignored, resulting that the
command 'kill' would not do much when wearing a fully charged HEV suit.
2019-09-03 05:01:35 +02:00
b70eb4b7ce Counter-Strike: Bring back the scoreboard, as it wasn't interactive anyway. Maybe in the future there will be some fancy VGUI version. 2019-09-03 04:58:49 +02:00
e23dc04d26 Menu: Stop mod print spamming for now. It's solid as it is. 2019-09-02 15:53:13 +02:00
3fa355069b Switch from memrealloc to memalloc for titles, so we count them manually now.
This is generally more reliable because lots of memcpy operations are annoying.
An entry will also now only get allocated when braces are fully enclosed.
This will fix crashes with Counter-Strike and other mods with faulty titles.txt files.
2019-09-02 15:52:01 +02:00
0f3cc9c5f5 Initial support for scripted_sentence and sentences.txt. It doesn't do anything fancy yet. 2019-09-02 06:29:18 +02:00
13f4044481 removed redundant check for the titles file. 2019-09-02 04:38:06 +02:00
b4113b82d2 Move titles.txt parsing into its own file. 2019-09-02 04:26:48 +02:00
7a34587038 Set some debugging hulls for the player spawns. 2019-09-02 04:20:09 +02:00
978a0dd865 Added initial func_guntarget and trigger_autosave. 2019-09-01 22:39:56 +02:00
57e28231c1 Tweaked game message fading a bit. 2019-09-01 13:46:05 +02:00
78429997aa Support for scrolling env_message text, as well as a test cmd (titles_test) that allows you to test message definitions. 2019-09-01 13:34:11 +02:00
f4ae48b1b5 Initial titles.txt support. Only env_message works with it right now. 2019-09-01 11:45:42 +02:00
7cc9a73cbd Scientist Hunt: Adopt 'valve' chat parsing that was more reliable. 2019-09-01 10:37:20 +02:00
0e70bc0ab6 Half-Life: Add early ammo definitions for ammo_mp5clip and ammo_mp5grenades 2019-09-01 10:09:49 +02:00
3dee62271f Half-Life: Let items trigger targets. Required for Hazard Course at least. 2019-09-01 10:08:59 +02:00
afa60a0482 Half-Life: Start with suit in deathmatch. 2019-09-01 10:08:31 +02:00
05980cfb3e Half-Life: Only use flashlight when ITEM_SUIT is present. 2019-09-01 10:08:17 +02:00
7541db9f63 Half-Life: Only draw HUD when ITEM_SUIT is present. 2019-09-01 10:07:58 +02:00
106604661b Tweaking footsteps sound sensitivity a little. 2019-09-01 08:00:01 +02:00
15181308f8 Counter-Strike: Add item_suit, so that the training works again. 2019-09-01 06:59:09 +02:00
0968ee7756 Counter-Strike: Don't open VGUI in singleplayer upon start. 2019-09-01 06:20:00 +02:00
97aa368f67 got rid of redundant path data in gs-entbase .src files 2019-09-01 05:24:28 +02:00
dee8eb2fd8 Updated progs.src file paths. 2019-09-01 05:23:24 +02:00
b3acf9b715 Moving game specifics .src files into their own dirs. 2019-09-01 05:06:43 +02:00
a6c53e9a7c vid_reload/restart will now refresh decal shaders. 2019-09-01 04:52:49 +02:00
0456322d28 Removed cstrike's player.cpp as it's unused. 2019-09-01 04:38:35 +02:00
b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00