92fa031b28
env_sun: Fix r_shadows_throwdirection angle calculation.
2020-11-25 00:07:23 +01:00
a8ee403f81
Change launch scripts for engine/tools to resolve symbolic links properly
2020-11-24 17:21:34 +01:00
2c1bd865c0
GS-Entbase: Moving client/baseentity and server/baseentity into a shared
...
file... Optimisations forthcoming
2020-11-24 13:55:57 +01:00
8ab685b7b2
ambient_generic: Document and catch some unimplemented attributes.
2020-11-24 12:47:39 +01:00
bc753f944e
light: Document some known fields the compiler likes to leave behind.
2020-11-24 12:47:08 +01:00
fea005ba96
GS-Entbase: Add some QUAKED comments for the base spawn point entities,
...
info_player_start, info_player_deathmatch and info_player_coop.
2020-11-24 12:29:29 +01:00
31c7354dda
env_sun: Make pitch/angles compatible with Source's way of handling them.
2020-11-24 02:24:30 +01:00
ce2b16bb2e
scripted_sequence: Make sure m_iMState is reset when a sequence overtakes
...
an entity.
2020-11-24 00:51:51 +01:00
a9d87aa590
Server: Minor scripted_sequence pathfinding improvements, add support
...
for m_flChaseSpeed for CBaseMonster...
2020-11-23 21:39:40 +01:00
9245ae809b
Platform: Added example model into test_dlights.
2020-11-21 16:07:35 +01:00
3658719b3f
CBaseEntity: Add 'ignorepvs' key, as sometimes you might want it for skyrooms.
2020-11-17 10:25:21 +01:00
ebc287f2e8
Make sure 'valve' compiles without GS_RENDERFX.
2020-11-13 11:17:42 +01:00
2618d47ff3
GS-Entbase: More Input/Output logic for the following ents:
...
trigger_changelevel, trigger_hurt, trigger_look, trigger_multiple &
trigger_once. Plus a fix for func_guntarget
2020-11-01 05:25:43 +01:00
b48ce4d2ce
trigger_autosave: Query GetMaster() before triggering
2020-10-31 14:37:05 +01:00
422741a295
GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
...
func_wall_toggle
2020-10-31 14:32:23 +01:00
a536f7b6cc
light_dynamic: Respect the right radius key
2020-10-27 04:49:38 +01:00
c8db45bc67
Fix a typo...
2020-10-25 13:01:43 +01:00
2601ebce06
trigger_multiple: Add support for the flag that allows pushables to trigger
2020-10-25 12:50:52 +01:00
3adbedb5aa
Fill up the entity QER/Radiant QUAKED comments with first-appearance info.
2020-10-25 12:38:41 +01:00
4aa8a70063
CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
...
to suppress movement and/or fire while the 'driver' is using the vehicle.
2020-10-25 12:06:22 +01:00
cce2429308
Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
...
to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
2daf3da59f
env_sprite: Change default scale to 0.25, make sure that when no targetname
...
is set, we force-enable the sprite because toggles wouldn't work.
2020-10-24 06:36:08 +02:00
ed4f972a19
Fix some typos.
2020-10-24 05:24:40 +02:00
24a753edce
env_sprite: Fix that sprites marked as PLAYONCE may be networked in some
...
semi-visible form
2020-10-24 05:02:14 +02:00
00a8ee2a00
env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints.
2020-10-24 03:32:34 +02:00
b31ab5761a
Simplified some rendering code for CBaseEntity/glows
2020-10-24 02:58:19 +02:00
d39fb1cdc2
env_glow: Tweak the rendering a little bit. This should make them more
...
visible and more like as seen in other games.
2020-10-24 02:38:19 +02:00
a67c50c202
Decals: Implemented client-side PVS culling optimisation
2020-10-23 20:41:02 +02:00
689ffe14bc
Small cleanup in some client-side gs-entbase code.
2020-10-23 20:13:27 +02:00
0cfa4df68a
Decals: Make sure tempdecal materials are recached upon vid_reload
2020-10-23 20:12:43 +02:00
0f50c46623
Platform: Added blood decal for non-Q3BSP.
...
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
d9dababe65
Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags,
...
this affects mods. Please check the diff to see what you'll need to adjust.
2020-10-22 16:30:37 +02:00
065dd926cd
light_dynamic: Override ParentUpdate() to make sure we update origin/angles
...
over the network.
2020-10-22 03:48:15 +02:00
cb57a95d4b
light_dynamic: Fixed server-side PVS culling.
2020-10-22 03:44:10 +02:00
d0342b128c
light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
...
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
6038c04591
Fix preset lightstyles for Q3BSP, added examples to test_lightstyles.
2020-10-18 15:19:56 +02:00
2afba74a86
Added test_areaportal, to debug openportal()
2020-10-18 01:10:21 +02:00
770426e82c
GS-Entbase: More work done on CBasePhysics
2020-10-17 21:42:32 +02:00
2b1e23a2fe
Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
...
not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +02:00
e803ddbceb
GS-Entbase: Expose Base* class headers at the global scope.
2020-10-17 16:30:36 +02:00
88f490a1c5
monstermaker: Make it so monsters inherit angles.
2020-10-17 15:29:35 +02:00
f4ade524fe
Client: Fixed some warnings and some added some paranoid free() calls.
2020-10-16 02:26:45 +02:00
a9853f79cf
decal:predraw: return PREDRAW_NEXT when no shader is set.
2020-09-26 12:42:32 +02:00
70868ddd84
env_sun: fix path of the flare textures.
2020-09-24 17:46:29 +02:00
365ac0a5fa
Decals: Avoid attempting to cache and display decals with no yet-defined texture.
2020-09-24 17:43:35 +02:00
8bde44b01c
CBaseTrigger: Merge UseTargets and UseTargets_Delay... to be continued.
2020-09-21 18:10:31 +02:00
5dcb79e30c
Documented/commented my I/O system changes in CBaseTrigger/CBaseOutput and cleaned some things up.
2020-09-20 15:50:45 +02:00
dc47146e99
CBaseTrigger: Added CBaseOutput, in preparation to support Source styled input/output mechanisms
2020-09-20 10:43:13 +02:00
9f95fd11c2
func_wall: Clean up and make sure .frame is reset upon Respawn()
2020-09-18 15:00:24 +02:00
f5283dd94f
CBaseTrigger: move all instances where we define the SpawnKey 'delay' in others ents into the parent class.
2020-09-18 14:55:13 +02:00
5131f19c04
Fix client-side sentences filehandler from not being closed, other shenanigans.
2020-09-18 09:35:59 +02:00
809966ab7b
func_brush: Initial implementation. Source inspired entity.
2020-09-18 00:14:05 +02:00
fd6fe5447b
trigger_multiple: Stop checking if what we touch is of MOVETYPE_WALK
2020-09-13 19:15:06 +02:00
868b9d1b04
Fix some misc warnings the new fteqcc brought up, along with some other tiny changes.
2020-09-13 19:14:28 +02:00
97ad8c92e7
CBaseMonster: Improve pathfinding by skipping utterly unnecessary nodes.
2020-09-13 18:35:12 +02:00
80b1a892a0
CBaseTrigger: SOLID_BSPTRIGGER has gotten stable. Use that as the default.
2020-09-11 04:55:55 +02:00
7b0d646020
CBaseNPC: Add support for 'UseSentence' and 'UnUseSentence' to specify custom sentences.txt entries for an NPC. This is used in t0a0d.
2020-09-11 04:33:42 +02:00
a7e1b3cfd9
scripted_sequence: Skip state check when forcing a .Trigger
2020-09-10 20:28:48 +02:00
9d2a561782
scripted_sequence: Further fixes involving changing of trigger-targets mid triggering.
2020-09-10 20:24:51 +02:00
0f4b31c5f1
CBaseMonster: Reset name of the entity to trigger when scripted_sequence completes.
2020-09-10 19:42:29 +02:00
44b6a3d10a
Sentences: Force them to be read in uppercased.
2020-09-10 19:28:36 +02:00
22602fd96a
func_wall: Fix networking of the frame/texture attribute
2020-09-10 14:57:40 +02:00
518deec5c6
scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
2020-09-10 13:36:19 +02:00
f4d4e86400
CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
2020-09-10 10:34:14 +02:00
633ef19750
func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
2020-09-10 07:00:28 +02:00
f9ee04f6cf
func_button: Sound shader support, yee. Also cut down on some unnecessary code.
2020-09-10 06:02:08 +02:00
0d38fc1400
func_door_rotating: This one gets the sound shader treatment as well.
2020-09-10 05:41:25 +02:00
3025ffbf16
func_breakable: Use sound shaders for impact sounds.
2020-09-10 05:35:52 +02:00
1b6e5985a4
func_door: Use sound shaders instead of hardcoding sounds.
2020-09-09 21:40:25 +02:00
90b716bd5d
env_spark: Use sound shaders instead of hard-coding sfx paths.
2020-09-09 21:29:29 +02:00
ca5a7feede
Cleaned up misc warnings.
2020-09-09 08:05:34 +02:00
d6435bb9d0
trigger_changelevel: ...aaand another one. I need sleep
2020-09-09 02:23:43 +02:00
d8fa002419
trigger_changelevel: fix transitioning bug I introduced when I added states.
2020-09-09 02:21:16 +02:00
51cf0e9f15
Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
2020-09-09 01:56:46 +02:00
fd826a226d
CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
2020-09-08 22:49:35 +02:00
0b75388ace
game_player_equip: Initial implementation.
2020-09-08 03:37:08 +02:00
7064b71f1f
func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands
2020-09-05 08:54:23 +02:00
50ccbf4b9a
Add func_tank, func_tankmortar and generally faff about with input code.
2020-09-04 21:28:06 +02:00
5e821a5651
Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
2020-08-31 10:56:31 +02:00
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
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
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
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
cf96d9379a
ambient_generic: Fix harmless warning from when Trigger() was changed
2020-08-17 02:41:22 +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
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
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
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
96a873c0da
trigger_changelevel: Fix and improve landmark positions and direct touch triggers.
2020-08-05 23:17:21 +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
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
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
abe97ebe43
Half-Life: Add a silly announcer to spice things up when players get killed.
2020-07-18 01:56:28 +02:00
4323dd71bd
func_door: Expanded QUAKED documentation for level designers, added notes on spawnflags.
2020-07-11 21:40:19 +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
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
37a3494559
Fix 3 small warnings.
2020-06-28 10:52:13 +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
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
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
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
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
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
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
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
d4c97c639b
Unbreak env_sprite rendermodes.
2020-05-02 06:38:02 +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
dae9080d57
Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
...
a fullbright effect.
2020-04-24 05:39:06 +02:00
d72fc4d17c
FX: Cleaned up inits and organized everything into the relevant game
...
specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +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)
...
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
...
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
7793d52d3f
GS-Entbase: undef GS_BULLET_PHYSICS for WASTES, this should be defined at
...
the progs.src level anyway.
2020-04-22 12:34:50 +02:00
78a0f976ed
Decals: Increase decal init count to 128.
2020-04-22 04:11:33 +02:00
2cee375ce5
Lots of commits bundled into one:
...
- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
ce87662850
Changing local from snd to sfx to avoid conflicts with a certain
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global.
2020-04-18 02:05:41 +02:00
594ba56f02
Started moving gamerule logic into classes, so we can manage seperate
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modes of play better. This will be much appreciated too by anyone modding
CS to add additional gamemodes later for example.
2020-04-14 03:12:09 +02:00
142e6c9cf3
Possible memalloc corruption mititagions.
2020-04-12 19:40:09 +02:00
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
6f6a0cf35b
monstermaker: Support delay -1, despite being abused too often.
2020-04-09 14:44:29 +02:00
20ce1665cd
monstermaker: Remove when unable to spawn entity.
2020-04-09 14:05:59 +02:00
f43bc2cf32
update copyright dates because I've been forgetting all year.
2020-04-07 14:46:23 +02:00
27cfaba85f
Cstrike: Lots more documentation, stubs and some working new entities.
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Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
cf136dbd6c
Cstrike: Finished most of the essential gun logic.
2020-04-07 02:47:21 +02:00
755eecfc34
A bunch of mod changes contributed to by Xylemon, mixed together with
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some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
e1b38f008a
Adjusting spawn-angle to match spawnpoints.
2020-04-04 00:52:45 +02:00
7f2f32efb1
Menu/Manifests: Allow games to execute commands for the button reserved
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for training. Gunman uses this to play a Smacker/Bink video file.
2020-04-03 14:09:17 +02:00
4f44d96be9
Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
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sounds.
2020-04-02 22:43:37 +02:00
47f8e41185
Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
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got some changes to support its alt-fire and yellow blood decals on impact
2020-04-02 22:42:30 +02:00
18fe40f2e0
More cleanup/shoving around of decal code, improved infodecal by adding
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its Trigger() method
2020-04-02 06:23:18 +02:00
ec819cf4e4
Shuffled a lot of Decal code around so gibs can now spawn blood, etc.
2020-04-01 20:55:05 +02:00
479048bda8
monstermaker: Make sure limits only get respected when they're actually set
2020-04-01 20:15:10 +02:00
54e982bc14
More work done on monstermaker in the gs-entbase. Needs a lot of testing.
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Finally precaching player-models.
Fixed some crosshair arrangements in Opfor.
2020-04-01 20:10:31 +02:00
db8c10eeac
Valve: Fixed WEAPON_TRIPMINE and WEAPON_SNARK and tweaked some player
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animation stuff
2020-04-01 16:00:00 +02:00
de877436aa
Cleaned up warnings.
2020-03-31 10:09:23 +02:00
197b373335
Fixed some more prints to be cvar developer 1 only.
2020-03-31 09:28:40 +02:00
0b75db861e
scripted_sentence: Support for the 'duration' field.
2020-03-31 09:20:07 +02:00
c173f8b703
Fix CBaseNPC not following the player.
2020-03-31 09:12:42 +02:00
10fc61c84e
Polish triggers, add initial monstermaker guff
2020-03-31 09:04:13 +02:00
1670f8f783
Slowly cleaning up prints, removing redundant Respawn() functions
2020-03-31 07:18:51 +02:00
b1aef0c4b5
scripted_sentence: Fix the speaker not being set properly most of the time
2020-03-31 07:18:26 +02:00
e66d0214c4
Tweaked trigger_changelevel and info_landmark. Fixed a bug because
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#regressions. It should now travel across the maps that didn't before, but
it needs more testing. trigger_transition is not implemented yet.
2020-03-30 22:29:05 +02:00
ec835c75f0
Added tweaks that'll help with 3D Glasses:
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r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
dcd42ba93b
Added hologram render-mode. Some more tweaks...
2020-03-30 16:56:00 +02:00
e5a3f0880c
Starting to clean up more RenderFX stuff, shoving most of it to CGame
2020-03-30 16:22:24 +02:00
01364e488d
monster_generic: Made it more to spec, I guess
2020-03-30 14:46:20 +02:00
d7fdabbd60
Improved pathfinding by skipping unnecessary node-walking passes.
2020-03-30 13:51:48 +02:00
d35f7350fe
GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1)
2020-03-30 10:40:38 +02:00