92bb821ad9
NSMonster: Add GetWalk/Run/ChaseSpeed methods to override movement speeds
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of each monster class that's based upon it.
2022-01-25 20:07:25 -08:00
63d7b04852
NSMonster: Do some basic interpolation between new/old frames. HLMDL are
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currently not supported however (engine needs a fix)
2022-01-24 17:29:58 -08:00
7963b11a7d
NSMonster: Add MeleeMaxDistance() and MeleeCondition(), so classes can
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easily override condition and distance of their melee attacks.
2022-01-24 12:29:06 -08:00
709f0a2297
scripted_sequence: More work to make c1a3 and t0a0a work properly
2022-01-21 17:24:39 -08:00
82b1cb68fa
Improvements to some GoldSrc rendermode code, better teleporting behaviour
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for scripted_sequences.
2022-01-21 12:24:25 -08:00
06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
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defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
fbb53d62f4
prop_dynamic: Filter the 'solid' field by its 3 supported collision types.
2022-01-20 14:27:39 -08:00
8bf7315253
prop_dynamic: Now solid by default, unless spawnflags bit 256 is set.
2022-01-20 12:57:17 -08:00
24b00565e3
Make it easier to parse Input/Output entity data by adding PrepareOutput()
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to the NSIO class
2022-01-20 12:47:59 -08:00
9e2b89e386
NSEntity: BBox will now account for rotation whenever SetModel() is used.
2022-01-20 12:30:53 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
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they have.
2022-01-20 10:37:17 -08:00
33795822a9
Rework env_global, entities communicating with it as well as support for
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changetarget/changedelay in trigger_changelevel, which will make Hazard
Course its last level work in terms of elevator shenanigans.
2022-01-10 23:48:14 -08:00
ec9432fe73
NSRenderableEntity: Save/Restore tracking for 'frame' field.
2022-01-10 23:46:28 -08:00
009462f3ee
GS-EntBase: Add game_counter_set entity.
2022-01-10 13:34:07 -08:00
e98f751071
Add missing Save/Restore methods for ambient_generic, env_beverage, and
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a dozen more.
2022-01-10 13:20:00 -08:00
a95354c09a
trigger_multiple: Add missing save field for OnEndTouchAll I/O trigger.
2022-01-10 13:18:59 -08:00
11c37f789d
NSMonster: Add TriggerCondition for death of an NSMonster.
2022-01-10 13:18:25 -08:00
e4b7d55b3c
NSEntity: Add Destroy() which makes sure a sub-class is cleanly removed
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from the game when possible.
2022-01-10 13:17:36 -08:00
f42263dbfe
game_counter: Revise QUAKED comment, as it is apparently a point entity.
2022-01-10 13:07:58 -08:00
826e6c3150
GS-EntBase: Add game_counter entity.
2022-01-10 13:06:35 -08:00
02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount
2022-01-07 17:04:43 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
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to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
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entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
08e112e128
trigger_changelevel: check if we're inside a trigger_transition under
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certain conditions (and only compare the activator...)
2022-01-03 19:28:22 -08:00
df2a385bbd
func_door: 'netname' trigger happens when door returns to its original
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position, not the other way around.
2022-01-03 19:27:47 -08:00
3726139eda
func_guntarget: Add Save/Restore, as well as a fix for Respawn() and health
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being reset.
2022-01-03 19:08:30 -08:00
6dcf76ac5d
func_breakable: Be more paranoid about checking health and propdata overrides
2022-01-03 13:02:56 -08:00
d3dcb3a12b
GS-EntBase: Cleanup and fixes regarding which func_ entities support the
...
'angles' key for visuals. trigger_hurt damagetype tweaks (needs more tests)
as well as monstermaker fixes and SF_ROT_TOGGLE func_door_rotatings no
longer auto-return...
2022-01-03 00:23:20 -08:00
758b28346d
Client: Add fade.h and add definition in worldspawn's QUAKED comment for
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startdark.
2022-01-02 21:21:06 -08:00
d375ec5f93
Client: Implement "startdark" key from worldspawn. Which is responsible for
...
the fade-in effect in c0a0 for example.
2022-01-02 21:04:55 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
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overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
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surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
3ca728e1d0
func_conveyor: Add Save/Restore methods for save-games.
2021-12-29 15:54:51 -08:00
6ca3900b4d
NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
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unbreaks func_button's health behaviour.
2021-12-29 14:13:08 -08:00
c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
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respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
...
cap of said weapon.
2021-12-12 20:36:11 -08:00
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
a2f8fd0a5d
NSSurfacePropEntity: Keep track if .health is ever set manually, take that
...
and PropData info into account for determining if any child classes will
'break' by default
2021-11-21 03:57:18 +01:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
...
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
0085403c95
NSSurfacePropEntity: Save/Restore for its attributes, OnBreak output etc.
2021-11-13 07:55:33 +01:00
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
...
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
40da8b09f9
NSPhysicsEntity: Filter out the various damage types when applying force upon
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the ent taking damage.
2021-11-10 13:06:57 +01:00
c7845fd694
NSRenderableEntity: m_iBody should be applied to the first two geomset groups (for now)
...
to deal with funky GS model behaviour.
2021-11-10 10:42:52 +01:00
7d717779b3
NSRenderableEntity: Fix "body" key not being read in SpawnKey()
2021-11-10 09:50:59 +01:00
568716ca78
NSEntity: Check .scale before applying setsize() in case someone's funny
2021-11-10 03:00:09 +01:00
a8e4cd5748
NSEntity: Make sure .scale affects SetSize() calls and is updated with
...
SetModel() calls. Also keep track of original .mins/.maxs in case scale
changes.
2021-11-10 02:33:31 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
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that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
...
temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +01:00
c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
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font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00