520e91616a
Valve: Check for cvar 'coop' as well as 'sv_playerslots' for Singleplayer
2020-03-26 07:03:29 +01:00
7ea6f8246c
Valve: Give monster_barney a name
2020-03-26 07:02:58 +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
aa6b541313
the slot1-10 keys are now working as expected.
2020-03-25 19:57:08 +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
a9e2a37f51
Controls menu now sorta works half-way. We still need to parse defaults.
2020-03-24 16:25:22 +01:00
66b629b83a
Valve: Basic weapon pickup notification, cl_autoweaponswitch
2020-03-24 16:20:58 +01:00
223d740448
Effect_Blood can now take 'color' as a parameter. Also added some basic
...
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
bc5fcf6913
Valve: WEAPON_EGON gets something something idle animations.
2020-03-24 11:19:24 +01:00
d8af659dd8
Valve: WEAPON_HANDGRENADE gets even fancier idle animations.
2020-03-24 11:19:09 +01:00
3a33349047
Valve: WEAPON_TRIPMINE gets fancy idle animation fixes.
2020-03-24 11:18:47 +01:00
b736235ffd
Valve: Fixed idle animation selection on WEAPON_SHOTGUN
2020-03-24 09:11:15 +01:00
8ceb0a54a1
Valve: Satchel and Handgrenade now play the proper bounce sounds.
2020-03-24 08:41:06 +01:00
e3a9a0149e
Added missing ladder sound precaches.
2020-03-24 08:21:47 +01:00
50d840cd9d
Valve: Tripmine death attribution is now variable
2020-03-24 08:20:43 +01:00
73866574a2
Fix: Offset networking of .skins by 128 so we can send 'signed' bytes.
2020-03-24 08:02:36 +01:00
40852185c1
Footsteps: Added ladder climbing sound.
2020-03-24 08:02:11 +01:00
7bf8db941d
Shoved some precaching stuff around
2020-03-24 07:47:41 +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
41ce469bb3
Fix worldspawn 'skyname' key
2020-03-08 11:53:57 +01:00
2a2df770c9
Applied Xylemon's Gunman patch
2020-03-08 11:02:17 +01:00
c51da15564
Made the codebase compile again...
2020-03-08 10:59:46 +01:00
bf0ffd39eb
impulse 102 will now force a re-send of all networked fields.
...
this will be awful over the network. Just letting you know.
2020-03-03 22:50:57 +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
f3f2176fc7
VGUI: Misc tweaks I've come across when doing TW 1.3
2020-03-03 22:47:44 +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
9d6611c928
Compile warning fix for Rewolf.
2020-03-03 22:45:48 +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
91d1c2250f
Use the predictable input_sequence variable for some random sequences.
...
This will soon be replaced by a more elaborate shared random number
generator of sorts.
2019-09-17 20:46:00 +02:00
9c743449c5
Reset all ammo fields for when they join/respawn in MP games.
2019-09-17 12:00:05 +02:00
04019acc01
Improve some of the player checks in Half-Life's ammo code.
2019-09-17 08:44:23 +02:00
969b488ed6
Half-Life: Fix WEAPON_SHOTGUN ammo3 being reset every function call.
2019-09-17 03:12:14 +02:00
e2fc274b70
Half-Life: Fix WEAPON_TRIPMINE ammo check, which falsely checks for a_ammo1
...
on the client-side instead of a_ammo2.
2019-09-17 03:04:02 +02:00
0e74b8f536
Wipe a_ammoX variables when switching to a new weapon, to make sure
...
they don't get carried over from another one.
2019-09-17 02:59:27 +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
f5e46fa15f
Opposing Force: Fix WEAPON_PENGUINs infinite recursion, tweak ammo and icon
2019-09-16 09:30:33 +02:00
7a4b4a5a7d
Half-Life: WEAPON_GAUSS a_ammo3 behaviour being overwritten fixed.
2019-09-16 09:29:55 +02:00
a4b04e4d40
Opposing Force: WEAPON_SPORELAUNCHER's reloading now works as expected.
2019-09-16 09:29:32 +02:00
25be163965
Half-Life: Fix a_ammo3 references being overwritten in WEAPON_HANDGRENADE
2019-09-16 09:29:03 +02:00
8f9ae9c3bb
Half-Life: Make WEAPON_RPG's laser toggable
2019-09-16 09:27:38 +02:00
ce4e7ad9ed
Half-Life: Add remaining MAX_A references into ammo.cpp
2019-09-16 09:27:09 +02:00
ac8b3d4480
Opposing Force: Nerf the whole idea that WEAPON_M249 can help make
...
you fly for a bit. mmkay.
2019-09-16 08:13:59 +02:00
577bd0bd19
Opposing Force: Get WEAPON_GRAPPLE mostly right. Needs testing on MP.
2019-09-15 23:57:03 +02:00
f73a843ec0
Opposing Force: Initial implementation of WEAPON_DISPLACER.
2019-09-15 23:56:31 +02:00
369faa60cf
Opposing Force: Tweak reload timers to avoid the hold-down-primary bug.
2019-09-15 23:56:02 +02:00
8985a8f373
Added ammo culling for Half-Life
2019-09-15 23:55:18 +02:00
305206cbaa
Nodes: Added initial code to parse Half-Life's nodes and dump them
...
into waypoints we can process with the routing API in-engine.
2019-09-15 15:56:39 +02:00
881e24905c
Fixed that the weapon selection number was defined as being 255 instead of
...
256... go figure.
2019-09-15 15:49:05 +02:00
492cdfe8c5
Half-Life: Fixed ITEM_SUIT. This should not have happened. Sorry.
2019-09-15 10:52:49 +02:00
5956041ef7
Half-Life: WEAPON_PYTHON received some polish, fixes and idle
...
animation updates.
2019-09-15 10:20:50 +02:00
afe9e2b9d7
Half-Life: WEAPON_MP5 got some sweet more fixes as well.
2019-09-15 10:16:52 +02:00
52e1f6f5ff
Half-Life: WEAPON_GLOCK received more polish also.
2019-09-15 10:15:18 +02:00
37a9e62273
Half-Life: WEAPON_CROSSBOW received more polish and fixes.
2019-09-15 10:13:56 +02:00
609031080e
Call weapon.updateammo() from now on after each primary/secondary/reload
...
function.
2019-09-15 10:13:10 +02:00
aa5dac4e01
Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate
...
weapon idle animation timers.
2019-09-15 08:38:52 +02:00
493a1d01bb
Half-Life: WEAPON_HORNETGUN's idle timer changed so that animations cycle
...
once we're done recharging. This makes it a whole lot easier to deal with.
2019-09-15 08:23:34 +02:00
da9dfdc0df
Removing AMMO_ references. Those are unused.
2019-09-14 11:53:09 +02:00
9f86e70f2f
Weapon Select: Fix precision issue with flawed bitfield check.
...
Otherwise we're only getting access to 23 bits of mantissa... this should
totally be classified as a compiler bug, by the way.
2019-09-14 11:52:22 +02:00
2489e4d872
Renamed client/*.cpp to .c files where appropriate
2019-09-13 09:58:35 +02:00
caf39bd2ef
Renamed text.c to prints.c, as it is more appropriate
2019-09-13 09:55:27 +02:00
b27f060589
Moved non-entity specific code from gs-entbase/client/ to client/
2019-09-13 09:43:34 +02:00
c46a49261c
Redid weapon pickup logic for the weapon API.
2019-09-13 07:22:17 +02:00
3265f76fb2
Opposing Force: WEAPON_GRAPPLE prototype to play around with.
2019-09-12 13:15:04 +02:00
7c35269b79
Opposing Force: Fixed sniper ammo model and ammo counts. Someone was sleepy.
2019-09-12 12:13:26 +02:00
82fdf44402
Opposing Force: More polish to WEAPON_EAGLE.
2019-09-12 11:12:35 +02:00
fcc9643190
More tweaks for both Half-Life and Opposing Force weapons and behaviour.
...
Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
0952fc197c
Opposing Force: Tweak WEAPON_EAGLE firing rate for the laser mode, fix that the
...
laser is being reset upon walking over someone dirty ammo
2019-09-12 07:18:30 +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
a683994dc5
Team Fortress: Add item_healtkit from Half-Life
2019-09-11 14:37:02 +02:00
91cb97ab7d
item_tfgoal: Set bounding box.
2019-09-11 14:36:47 +02:00
1fa05bee3a
Team Fortress: Added link from i_t_g to info_tfgoal
2019-09-11 14:36:31 +02:00
6f7c7c7b1e
Added env_message_single(), this will probably be merged/removed later.
2019-09-11 14:35:30 +02:00
4029e92713
Team Fortress: Add fancy class help upon spawn.
...
TODO: Make this optional, via setinfokeys
2019-09-11 13:33:32 +02:00
5132b28c49
Team Fortress: Basic Team/Class spawning.
2019-09-11 13:08:12 +02:00
dad17ab315
Added initial logging code...
2019-09-11 13:07:27 +02:00
57d513eae8
Half-Life: Make WEAPON_PYTHON play the reload sound.
2019-09-11 13:06:19 +02:00
47aa2ea12a
Team Fortress: Tweak wrench animations to actually fit.
2019-09-11 09:08:19 +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
9a47c3d9b8
Half-Life: Added player gibbing because lul.
2019-09-09 22:43:43 +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
2278daf727
Remove ITEM_HEALTHKIT and ITEM_BATTERY g_items bitflags.
...
No point in allocating bits for one-time pickup items.
I must have been asleep or something.
2019-09-09 19:00:06 +02:00
8d4c6c086e
Xen decor: Literally just some static xen decor. Doesn't do anything yet.
2019-09-09 18:59:13 +02:00
a8d2a64ef9
plugins/chatsounds: make it more readable for 80 columns
2019-09-09 18:58:40 +02:00
1f0ed248a5
Cleaned/optimised some obituary code.
2019-09-09 18:58:02 +02:00
9feedd1f04
Cleaned up some names used in prediction.
2019-09-09 18:57:46 +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
e64bc2ca8e
Networking: Make sure level transitions don't miss player entity setup
...
packets
2019-09-08 12:59:17 +02:00
bca3a1f713
Prediction: Unbreak Weapons_Draw by setting the roll-back values of
...
predicted variables. This is because we're doing something that happens
outside the prediction... this should be more elegant but it works for now.
2019-09-08 12:19:27 +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
875dc52c96
Networking: Add keepalive packet for players, so that prediction doesn't break.
2019-09-08 12:17:46 +02:00
4da3cf5079
Prediction: Roll back .viewzoom, as that was forgotten about before.
2019-09-08 12:16:27 +02:00
3112040047
old_viewofs should really be a float.
...
Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
44479cd637
Networking improvements. Make player entities and NPC networking
...
conditional. Only changed fields are networked. This is because the overall
design seems mature enough.
2019-09-07 21:01:05 +02:00
31750420be
Remove/Fix sounds that were named wrong or missing.
2019-09-07 08:39:28 +02:00
63d91bb40e
HL/SH: Make the ammo type icon affected by the ammo2/3 alpha
2019-09-07 07:47:11 +02:00
6413e26786
Clean the 'valve' HUD for splitscreen.
2019-09-07 07:31:38 +02:00
137a44dac4
Cleaned up spraylogo.cpp a bit.
2019-09-07 06:21:27 +02:00
5ddd040f9d
Added src/mk_mapdef.sh to generate Radiant compatible entity definition
...
files.
2019-09-07 05:51:12 +02:00
27707e37b6
Move things from the root src/ dir into the src/shared folder, as that
...
makes the most sense.
2019-09-07 05:50:44 +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
98e7bdef03
Spraylogos: Illuminate them with getlight()
2019-09-05 18:11:01 +02:00
396e811850
Scientist Hunt: Fixed weapon kill icon info.
2019-09-05 04:47:43 +02:00
cf795010b9
Turn down the camera roll a litte.
2019-09-05 03:46:39 +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
53a12821e1
Cleaned up the damage routines to prepare for a bunch of new changes
...
related to obituaries etc.
Also added support for headshots. Right now they'll explode scientists'
heads so that's hilarious.
2019-09-04 10:38:39 +02:00
9f68bc97e1
Scientist Hunt: Tweak the chainsaw for a bit animation wise.
2019-09-04 04:40:05 +02:00
0841eb65f0
Scientist Hunt: Set the double barrel muzzle flash.
2019-09-04 04:39:46 +02:00
bc4bd0580d
Scientist Hunt: Tweak the Hammer to not violate our precious ears
2019-09-04 04:39:16 +02:00
a7c2c04651
Delete v_cambob, as that never really worked well anymore to begin with.
2019-09-04 04:02:20 +02:00
50c1aced6e
Handle muzzleflashes differently.
...
Originally I thought that the model event calls would decide which
muzzleflash to use. It WORKED close enough for CS afterall. It turns out
that the numbers must relate to size or something else which I have yet
to figure out. Either way this unbreaks muzzleflashes in Half-Life and soon
when I port the weapons from CS' system over to the predicted weapon system
from FreeHL, they'll get it too.
2019-09-04 03:57:06 +02:00
205cd5856f
Made it so camera roll is only calculated when the player movetype is MOVETYPE_WALK
2019-09-04 03:14:41 +02:00
9726d25eaf
trigger_autosave: Will now print the game saved text to the screen.
2019-09-04 02:52:13 +02:00
b34bd0298d
Added cvar v_camroll.
2019-09-04 02:51:49 +02:00
d577f378e2
Menu: Error checking for strings.lst parsing, as some mods (The Ship) can't
...
do access out-of-bounds string indices.
2019-09-03 10:41:13 +02:00
22763a61ff
Fixed HORRIBLE Damage_Radius behaviour.
...
Basically the damage value from the parameter was modified which resulted
in every entity found that's damaged taking damage away from every entity
that's potentially affected by the radius damage.
In Half-Life the armor skip would also be ignored, resulting that the
command 'kill' would not do much when wearing a fully charged HEV suit.
2019-09-03 05:01:35 +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
e23dc04d26
Menu: Stop mod print spamming for now. It's solid as it is.
2019-09-02 15:53:13 +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
7a34587038
Set some debugging hulls for the player spawns.
2019-09-02 04:20:09 +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
7cc9a73cbd
Scientist Hunt: Adopt 'valve' chat parsing that was more reliable.
2019-09-01 10:37:20 +02:00
0e70bc0ab6
Half-Life: Add early ammo definitions for ammo_mp5clip and ammo_mp5grenades
2019-09-01 10:09:49 +02:00
3dee62271f
Half-Life: Let items trigger targets. Required for Hazard Course at least.
2019-09-01 10:08:59 +02:00
afa60a0482
Half-Life: Start with suit in deathmatch.
2019-09-01 10:08:31 +02:00
05980cfb3e
Half-Life: Only use flashlight when ITEM_SUIT is present.
2019-09-01 10:08:17 +02:00
7541db9f63
Half-Life: Only draw HUD when ITEM_SUIT is present.
2019-09-01 10:07:58 +02:00
106604661b
Tweaking footsteps sound sensitivity a little.
2019-09-01 08:00:01 +02:00
15181308f8
Counter-Strike: Add item_suit, so that the training works again.
2019-09-01 06:59:09 +02:00
0968ee7756
Counter-Strike: Don't open VGUI in singleplayer upon start.
2019-09-01 06:20:00 +02:00
97aa368f67
got rid of redundant path data in gs-entbase .src files
2019-09-01 05:24:28 +02:00
dee8eb2fd8
Updated progs.src file paths.
2019-09-01 05:23:24 +02:00
b3acf9b715
Moving game specifics .src files into their own dirs.
2019-09-01 05:06:43 +02:00
a6c53e9a7c
vid_reload/restart will now refresh decal shaders.
2019-09-01 04:52:49 +02:00
0456322d28
Removed cstrike's player.cpp as it's unused.
2019-09-01 04:38:35 +02:00
b604077d0b
Renamed /Source to /src
2019-09-01 04:35:37 +02:00