Commit graph

496 commits

Author SHA1 Message Date
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
global.
2020-04-18 02:05:41 +02:00
594ba56f02 Started moving gamerule logic into classes, so we can manage seperate
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:
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.
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
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
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
sounds.
2020-04-02 22:43:37 +02:00
47f8e41185 Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
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
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.
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
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
#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:
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
2658e93683 Fixed a think() bug with scripted_sequences. 2020-03-30 10:00:37 +02:00
c42e6678ac Sounds will now follow the NPCs that emit them. 2020-03-30 09:12:57 +02:00
e6f3df4986 Link aiscripted_sequence to scripted_sequence... for now 2020-03-29 21:41:04 +02:00
36e6462ef2 func_train: Fixed recursion crash. 2020-03-29 21:40:51 +02:00
ea5851a8f5 Fixed possible recursion bug with breakables and other dead-triggers. 2020-03-29 21:39:32 +02:00
19a4db076b Scripted Sequence: Support for classnames (untested), angle overrides... 2020-03-29 12:56:46 +02:00
d59213834b BaseNPC: Don't talk while in sequence. 2020-03-29 11:49:35 +02:00
f07600f194 More work on scripted_sequences. 2020-03-29 11:21:26 +02:00
9442a597fa moved sprite.cpp into gs-entbase/client/env_sprite.cpp 2020-03-28 11:43:08 +01:00
f66792ef49 Comitting the new cstrike-branch stuff so far, it's very little but a
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
0c62ea6371 Fixed a crash because monster_generic entities really shouldn't be CBaseEnt 2020-03-27 16:26:52 +01:00
e9326f4e1d scripted_sequences: They sorta work now, needs an engine with
ENGINE_ROUTING enabled however
2020-03-27 10:37:01 +01:00
bb0b4d8f6c Simplified a lot of the Barney/Scientist code by expanding CBaseNPC 2020-03-27 07:34:24 +01:00
82d9027873 Added support for chaptertitle worldspawn key.
Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
7d330eb8cd Move the ability to use sentences over to CBaseEntity for now. 2020-03-26 12:19:27 +01:00
db4ed5ac3d Added initial support for basic sentences.txt on monsters. 2020-03-26 11:24:33 +01:00
e3fc42501d CBaseMonster: Tag ents as flags FL_MONSTER so the obituaries appear right 2020-03-26 07:02:41 +01:00
2bb8bd00cf Moved Death and Pain methods into CBaseEntity. 2020-03-25 22:35:05 +01:00
b70b0cd6f9 Mititage startspot spawn-issues. 2020-03-25 20:20:53 +01:00
80d06e7dcd Cleaned up warnings. 2020-03-25 17:42:36 +01:00
4bdefa4cd7 Big commit, list of additions:
Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
67d9509f63 trigger_cdaudio: don't touch anything but clients 2020-03-24 16:27:23 +01:00
73866574a2 Fix: Offset networking of .skins by 128 so we can send 'signed' bytes. 2020-03-24 08:02:36 +01:00
f1190cd282 Fixed compiling against the latest entity-codebase 2020-03-24 07:26:49 +01:00
20c6a2d508 Gone over triggers to add some helpful prints. 2020-03-23 17:25:03 +01:00
c51da15564 Made the codebase compile again... 2020-03-08 10:59:46 +01:00
307ba55b4e func_breakable: Add support for vvm_model, so we can show/hide models
inside the brush volume.
2020-03-03 22:50:07 +01:00
b611781d7f CBasePhysics: Make sure physics props cast a shadow by default 2020-03-03 22:49:37 +01:00
1b2823c8e4 Forgot to add func_lod to server progs. 2020-03-03 22:49:07 +01:00
aa1c4b93ac prop_rope: Add "segments" key to change the defaults from 16 2020-03-03 22:48:30 +01:00
07e6fae83e env_sound and env_soundscape: Don't run when WORLD hasn't been initialized 2020-03-03 22:48:07 +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
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
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
2489e4d872 Renamed client/*.cpp to .c files where appropriate 2019-09-13 09:58:35 +02:00
b27f060589 Moved non-entity specific code from gs-entbase/client/ to client/ 2019-09-13 09:43:34 +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
6f7c7c7b1e Added env_message_single(), this will probably be merged/removed later. 2019-09-11 14:35:30 +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
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
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
8d9b03f6ca monster_generic: call droptofloor(), as it seems that some of those float
mid-air otherwise.
2019-09-08 12:18:19 +02:00
31750420be Remove/Fix sounds that were named wrong or missing. 2019-09-07 08:39:28 +02:00
6413e26786 Clean the 'valve' HUD for splitscreen. 2019-09-07 07:31:38 +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
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
9726d25eaf trigger_autosave: Will now print the game saved text to the screen. 2019-09-04 02:52:13 +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
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
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
97aa368f67 got rid of redundant path data in gs-entbase .src files 2019-09-01 05:24:28 +02:00
b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00