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5dcb79e30c
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Documented/commented my I/O system changes in CBaseTrigger/CBaseOutput and cleaned some things up.
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2020-09-20 15:50:45 +02:00 |
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dc47146e99
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CBaseTrigger: Added CBaseOutput, in preparation to support Source styled input/output mechanisms
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2020-09-20 10:43:13 +02:00 |
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9f95fd11c2
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func_wall: Clean up and make sure .frame is reset upon Respawn()
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2020-09-18 15:00:24 +02:00 |
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f5283dd94f
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CBaseTrigger: move all instances where we define the SpawnKey 'delay' in others ents into the parent class.
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2020-09-18 14:55:13 +02:00 |
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5131f19c04
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Fix client-side sentences filehandler from not being closed, other shenanigans.
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2020-09-18 09:35:59 +02:00 |
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809966ab7b
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func_brush: Initial implementation. Source inspired entity.
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2020-09-18 00:14:05 +02:00 |
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fd6fe5447b
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trigger_multiple: Stop checking if what we touch is of MOVETYPE_WALK
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2020-09-13 19:15:06 +02:00 |
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868b9d1b04
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Fix some misc warnings the new fteqcc brought up, along with some other tiny changes.
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2020-09-13 19:14:28 +02:00 |
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ac31455dd5
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Nodes: Add fancy debug textures for nodes and sequences.
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2020-09-13 19:11:41 +02:00 |
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97ad8c92e7
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CBaseMonster: Improve pathfinding by skipping utterly unnecessary nodes.
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2020-09-13 18:35:12 +02:00 |
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80b1a892a0
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CBaseTrigger: SOLID_BSPTRIGGER has gotten stable. Use that as the default.
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2020-09-11 04:55:55 +02:00 |
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7b0d646020
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CBaseNPC: Add support for 'UseSentence' and 'UnUseSentence' to specify custom sentences.txt entries for an NPC. This is used in t0a0d.
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2020-09-11 04:33:42 +02:00 |
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a7e1b3cfd9
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scripted_sequence: Skip state check when forcing a .Trigger
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2020-09-10 20:28:48 +02:00 |
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9d2a561782
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scripted_sequence: Further fixes involving changing of trigger-targets mid triggering.
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2020-09-10 20:24:51 +02:00 |
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0f4b31c5f1
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CBaseMonster: Reset name of the entity to trigger when scripted_sequence completes.
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2020-09-10 19:42:29 +02:00 |
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44b6a3d10a
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Sentences: Force them to be read in uppercased.
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2020-09-10 19:28:36 +02:00 |
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22602fd96a
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func_wall: Fix networking of the frame/texture attribute
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2020-09-10 14:57:40 +02:00 |
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518deec5c6
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scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
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2020-09-10 13:36:19 +02:00 |
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f4d4e86400
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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.
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2020-09-10 10:34:14 +02:00 |
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633ef19750
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func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
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2020-09-10 07:00:28 +02:00 |
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f9ee04f6cf
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func_button: Sound shader support, yee. Also cut down on some unnecessary code.
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2020-09-10 06:02:08 +02:00 |
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0d38fc1400
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func_door_rotating: This one gets the sound shader treatment as well.
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2020-09-10 05:41:25 +02:00 |
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3025ffbf16
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func_breakable: Use sound shaders for impact sounds.
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2020-09-10 05:35:52 +02:00 |
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1b6e5985a4
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func_door: Use sound shaders instead of hardcoding sounds.
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2020-09-09 21:40:25 +02:00 |
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90b716bd5d
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env_spark: Use sound shaders instead of hard-coding sfx paths.
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2020-09-09 21:29:29 +02:00 |
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4d3cace6da
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Menu: Fixed all 2 warnings.
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2020-09-09 08:07:30 +02:00 |
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ca5a7feede
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
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d6435bb9d0
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trigger_changelevel: ...aaand another one. I need sleep
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2020-09-09 02:23:43 +02:00 |
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d8fa002419
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trigger_changelevel: fix transitioning bug I introduced when I added states.
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2020-09-09 02:21:16 +02:00 |
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51cf0e9f15
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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.
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2020-09-09 01:56:46 +02:00 |
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fd826a226d
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CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
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2020-09-08 22:49:35 +02:00 |
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0b75388ace
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game_player_equip: Initial implementation.
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2020-09-08 03:37:08 +02:00 |
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7680521379
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Server: Add support for game_playerspawn triggers. Basically upon any player spawning into the world, all entities named 'game_playerspawn' will be triggered with the player being set as the activator. Nifty
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2020-09-08 03:29:10 +02:00 |
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cdad44a79d
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Menu: Disable Training/Hazard Course when no gameinfo_trainingmap is defined.
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2020-09-07 07:42:07 +02:00 |
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e503b8b7d9
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Menu: Adjusted some minor text spacing in the custom game install dialog
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2020-09-06 09:10:28 +02:00 |
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ac68be9f67
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Menu: Add ability to set custom readme filenames inside the manifests.
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2020-09-06 08:52:10 +02:00 |
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58d420861f
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Menu: Integrated package manager functions into the Custom game menu. Mods and so on will now be installed remotely from there.
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2020-09-06 08:37:36 +02:00 |
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7064b71f1f
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func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands
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2020-09-05 08:54:23 +02:00 |
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b60fd3a6b5
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Menu: Fixed crash in CUpdateList when the list starts becoming scollable
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2020-09-05 06:19:39 +02:00 |
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50ccbf4b9a
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
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3ca223b673
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PMove: Added a bit of a punchangle when falling/falldamage hits
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2020-09-02 04:09:33 +02:00 |
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97a651fc58
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Menu: Make sure CScrollbar has a minimum height of 20px for the... what's that thing called? The thing that slides. Whatever
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2020-09-01 20:11:22 +02:00 |
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870b9e5923
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Menu: Added 'Advanced controls' submenu to 'Controls'
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2020-09-01 00:46:16 +02:00 |
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5e821a5651
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Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
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2020-08-31 10:56:31 +02:00 |
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ffee615ead
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func_rot_button: Initial implementation. Sounds still missing.
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2020-08-31 09:07:57 +02:00 |
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f6fb7cf791
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func_plat: Added support for spawnflag 1, cleaned up some routines and touched up some documentation
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2020-08-31 06:59:32 +02:00 |
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b129df68ed
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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.
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2020-08-31 06:47:40 +02:00 |
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1d111506ea
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Menu: Improve the scrollbar by making the bar variable height.
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2020-08-31 04:36:09 +02:00 |
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79d979515f
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CBaseMonster & CBaseNPC: Fix angles not being set accordingly when not following a sequence or a player
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2020-08-29 06:22:18 +02:00 |
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7d89eb9012
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CBaseEntity: More accurate drawing of rendermode 'Texture' and overriding of clientside physics/think routines
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2020-08-29 06:21:15 +02:00 |
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425dad951b
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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.
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2020-08-29 03:15:43 +02:00 |
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348052dd76
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targ_speaker: Initial implementation. It plays a sound - that's it. Read the trivia for more info.
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2020-08-29 00:32:26 +02:00 |
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278e984eaf
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random_trigger: Initial implementation. Triggers its target after a random albeit roughly defined interval
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2020-08-29 00:28:22 +02:00 |
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72e5c6f2ef
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random_speaker: Initial implementation. This entity appears in Gunman Chronicles.
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2020-08-29 00:07:53 +02:00 |
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e3812ee88a
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trigger_counter: change print to dprint
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2020-08-28 22:39:23 +02:00 |
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9d5b1fb1a8
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trigger_endsection: Add support for the 'master' key
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2020-08-28 22:38:48 +02:00 |
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ffca4e14b9
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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.
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2020-08-28 22:36:56 +02:00 |
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06a512137b
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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.
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2020-08-28 21:57:01 +02:00 |
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63fb7e1d7f
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trigger_endsection: Fix it and add it back in... I suppose it was never enabled?
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2020-08-28 21:55:37 +02:00 |
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5526b3524c
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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.
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2020-08-28 21:35:18 +02:00 |
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67930b7dde
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monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures.
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2020-08-28 19:12:45 +02:00 |
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6845bf76bd
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func_vehicle: Reset .angles upon respawn, clamp velocity and angles by default for now. Will add a spawnflag later?
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2020-08-27 10:15:12 +02:00 |
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b7ac9ade38
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Counter-Strike: Fixed hostage-rescue zone generation check. Exposed by trying to play bhd_cs by Nipper
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2020-08-27 06:35:01 +02:00 |
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69ed06b1fe
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PMove: Block jumping when FL_FROZEN is set on a player
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2020-08-26 22:39:24 +02:00 |
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f9241d86ea
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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!
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2020-08-26 22:31:49 +02:00 |
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641f68c6be
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Counter-Strike: Fix obituaries not rendering when spectating
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2020-08-26 03:07:17 +02:00 |
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0d700f487e
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infodecal: Added support for Trigger() states. This means you can de-spawn decals now, too. That's a first.
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2020-08-20 19:40:22 +02:00 |
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1bd552685d
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env_spark: Added support for Trigger() state control
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2020-08-20 19:15:01 +02:00 |
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308a529244
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Counter-Strike: Make sure the ITEM_C4BOMB is unset whenever clients spawn...
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2020-08-17 05:55:10 +02:00 |
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108da90299
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Counter-Strike: Moved spriteframe() cache around, because FTE doesn't seem to want to execute it in this particular function... compiler bug?
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2020-08-17 05:48:14 +02:00 |
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aab8ff9572
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Counter-Strike: Fix not being able to buy ammo for WEAPON_AUG
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2020-08-17 05:42:09 +02:00 |
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d61afb0b63
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Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB
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2020-08-17 05:38:39 +02:00 |
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cf96d9379a
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ambient_generic: Fix harmless warning from when Trigger() was changed
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2020-08-17 02:41:22 +02:00 |
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4c61b07666
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Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON
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2020-08-16 07:46:02 +02:00 |
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6ff467f6ce
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func_healthcharger/func_recharge: Don't let dead players be funny and use them when dead
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2020-08-16 07:36:44 +02:00 |
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85d7dc98e2
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Menu: Fixed scrollbar not showing, using a wrong max-item value for reference
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2020-08-16 01:31:49 +02:00 |
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f1954cdb33
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Plugins: Added hooks for InitEnts and cleaned up some plugins that would benefit from it.
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2020-08-16 01:04:20 +02:00 |
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431c6131f5
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Plugins: Added more lines of dialogue to the voxannouncer plugin.
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2020-08-15 12:21:19 +02:00 |
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a79ead4197
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Half-Life: Moved the silly Vox announcer for MP games into its own little plugin
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2020-08-14 23:51:59 +02:00 |
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0c1ba0978e
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Added drawpic hack so that the engine doesn't shoddily attempt to draw images with floating point coords
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2020-08-14 23:18:47 +02:00 |
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f8b8bb18f7
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Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons.
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2020-08-14 23:00:03 +02:00 |
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0dd19431b6
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Plugin: Added example plugin p_connectsounds
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2020-08-14 22:13:45 +02:00 |
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a00a574b4a
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Plugins: Added ClientConnect and ClientDisconnect hooks
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2020-08-14 22:13:03 +02:00 |
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96c3590a08
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Plugins: Use our own plugins.txt listing to decide which plugins get loaded...
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2020-08-14 21:16:47 +02:00 |
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bb22097203
|
target_cdaudio is now implemented, what maps use this over trigger_cdaudio anyway?
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2020-08-10 13:11:14 +02:00 |
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d3b488b7bf
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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.
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2020-08-10 12:32:18 +02:00 |
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d8ce029466
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scripted_sequence: Report state value to multisources.
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2020-08-09 12:55:38 +02:00 |
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b3ba711bab
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CBaseTrigger: The order of states was actually kinda iffy for relays. Adjusted the internal order to require no messy conversion.
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2020-08-09 02:11:54 +02:00 |
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bbf426e58e
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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!
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2020-08-09 02:10:36 +02:00 |
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19b565b202
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Menu: Cleaned up gamma hack.
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2020-08-09 00:53:18 +02:00 |
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36a80aea38
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Menu: Added brightness hack. This is to avoid Half-Life cfg's from turning the screen white because of different interpretations of cvar values.
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2020-08-08 17:37:25 +02:00 |
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1c8d21da62
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Prototypes for momentary_rot_button and momentary_door with some basic input logic to have them interact.
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2020-08-08 02:39:38 +02:00 |
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e7f0c358eb
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Fix crash when EV_SHAKE is networked. EV_SHAKE is not yet implemented, however.
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2020-08-08 02:36:18 +02:00 |
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80fb0aa46f
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func_breakable: Changing material from float to int fixed our material type always being glass - OKAY... fteqcc compiler bug?
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2020-08-07 23:15:37 +02:00 |
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8ad56c0f2f
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func_door: Add support for trigger states on/off/toggle.
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2020-08-07 22:19:29 +02:00 |
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2299a478bb
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func_door_rotating: Handle trigger state (on/off/toggle).
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2020-08-07 22:16:00 +02:00 |
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c9094d86d9
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trigger_auto: Respect the triggerstate entity key. trigger_teleport: Fix flag check for monsters.
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2020-08-07 22:14:59 +02:00 |
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d324259e72
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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.
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2020-08-07 14:07:38 +02:00 |
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40d0ceedf5
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CBaseEntity: Fix hologram alpha calculation that regressed.
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2020-08-07 13:55:29 +02:00 |
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774eb4cf14
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trigger_once: Implement the spawnflags that check for whether a monster/client is allowed to trigger.
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2020-08-07 09:58:52 +02:00 |
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