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
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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
...
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.
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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
...
#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
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
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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
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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.
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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:
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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
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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.
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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,
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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
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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.
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- 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.
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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
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on a per-case basis.
2019-09-29 01:54:29 +02:00
6fea65a586
Gunman Chronicles: Basic work on weapons and their menus completed.
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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
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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.
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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
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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
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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
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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,
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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
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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
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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.
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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.
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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