Commit graph

753 commits

Author SHA1 Message Date
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
1ebd5f6ced Scientist Hunt: Add default.cfg that I forgot to commit ages ago 2019-09-11 08:02:41 +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
b447628a97 Add 'gearbox' config and modinfo.txt 2019-09-08 12:58:38 +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