|
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 |
|