Commit graph

67 commits

Author SHA1 Message Date
52149376a6 Fix Counter-Strike weapon animation conflicts 2019-08-22 22:38:52 -07:00
929b7668e0 Fixed Scientist Hunt weapons to work with some of the new weapon base stuff 2019-08-21 16:06:14 -07:00
8fd19cddc0 Propagation of some of the weapon variables needed for prediction. Resetting of map entities for when a solo player spawns (risky, but needs testing!) 2019-08-21 15:49:35 -07:00
ffb5ca5ff1 More nasty prediction related changes. This is still considered experimental and visually it's very glitchy. 2019-08-20 23:02:35 -07:00
f8058ceeb0 Weapon prediction experiments 2019-08-20 08:53:57 -07:00
f9bfc2ffe8 Experimental Corpse stuff, will be ripped out tomorrow or so. 2019-08-19 03:27:24 -07:00
4b1a859460 ITEM_LONGJUMP: Cancel out any other velocity on the player as it's clearly too much 2019-08-19 02:46:43 -07:00
a196e47cdb Added WEAPON_SHOTGUN shell loading and pumping sounds 2019-08-19 02:43:45 -07:00
549a5b32bf Networked ammo variables now predicted 2019-08-19 02:04:35 -07:00
356ca638b5 WEAPON_SNARK do 10 damage consistently. Figures. 2019-08-19 01:38:12 -07:00
e75e3a2904 WEAPON_SNARK gives 5 per pickup apparently. Fixed 2019-08-19 01:37:20 -07:00
ce19b6995d Added basic WEAPON_SNARK functionality 2019-08-19 00:22:31 -07:00
71b4a58910 Ammo logic implemented for WEAPON_SATCHEL 2019-08-18 23:41:20 -07:00
66e3faadc3 ITEM_LONGJUMP is now working. 2019-08-18 23:40:44 -07:00
d5cb9dd621 Ammo/Reload logic for weapon_shotgun of HL 2019-08-18 23:39:37 -07:00
e70ed91801 Handgrenade will now care about ammo counts. 2019-08-18 14:11:11 -07:00
f651c8a01f Satchel will now care about ammo counts. 2019-08-18 14:10:52 -07:00
dd33e2f67d Make sure .viewzoom is reset upon weapon switch 2019-08-18 13:08:30 -07:00
02c7eeb671 Fixed 'use' behaviour across FreeHL and FreeCS, fixing chargers and whatnot. Cleaned up old usage of FL_USERELEASED too. Changed FL_FLASHLIGHT to its bit. 2019-08-18 12:01:01 -07:00
4ed25b810b Missing snark model precaches 2019-08-18 09:36:14 -07:00
101c3601d3 FreeHL weapon updates related to ammo and numerous warnings by the compiler about things that don't really mean anything but I really like the 0% warnings count kthxbai 2019-08-17 19:35:31 -07:00
2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. 2019-08-14 02:43:43 -07:00
cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. 2019-08-10 20:45:41 -07:00
19a52bf611 Initial Counter-Strike VGUI support 2019-08-10 14:37:56 -07:00
7d373d9216 Slight weapon adds/edits for ongoing work in FreeHL 2019-08-08 01:42:05 -07:00
a74f5242a4 Added taunts, visible on Quake 2 player models. Same wave X commands apply. 2019-08-08 01:41:26 -07:00
21c8c88ec8 Improved Q2 player model support, interpolation, etc. 2019-08-07 10:58:56 -07:00
8891e84e18 Q2 player model test code... move along 2019-08-07 01:55:38 -07:00
021d985a2e Moved weapon specific animation code to the respective weapon files for FreeHL 2019-08-07 00:20:42 -07:00
Marco Hladik
921ec444a2 Basic player animation code for Valve/Scihunt/Rewolf 2019-08-06 22:57:18 -07:00
Marco Hladik
97ea5e6208 Initial commit of the new VGUI replacement code. This dates back to the days
of TW 1.2 (the version that never got released) and besides some primitive
windowing is usable enough in its current state.

Misc fixes to FreeCS as well.
2019-08-03 10:40:34 -07:00
22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. 2019-03-26 16:04:49 +01:00
17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time 2019-03-25 01:49:27 +01:00
ca3cdb3a28 Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities 2019-03-24 16:28:19 +01:00
d1f4e6b690 - Added team-killer punishment
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
8220ce4116 Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
723f1de4f4 decals: default color to 1,1,1, since the blend mode has changed. 2019-03-13 16:25:08 +01:00
9d869d5c0a Fix damage overlay for splitscreen games
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00
5b58351619 w_chainsaw: move towards the victim you're cutting with that thing. Ala scihunt 2019-03-06 20:23:31 +01:00
2df5e2884e scihunt: fix weapon order 2019-03-06 20:05:07 +01:00
3eb5cec34c w_hammer: Added missing attack-delay on the serverside... oops. 2019-03-06 17:04:35 +01:00
94c0e57810 Rewrote the Hammer code to be more according to scihunts' behaviour 2019-03-06 17:01:57 +01:00
5055d92c5b Merging the Xylemon's changes to Scientist Hunt that got sent via a patch. Thanks Xylemon!
Also changed the way game-init works. Still gotta rename the Game_Worldspawn to reflect what it actually does now.
TODO: Add a Game_InitEnts alongside Game_Init?
2019-03-06 14:11:23 +01:00