Commit graph

50 commits

Author SHA1 Message Date
dd33e2f67d Make sure .viewzoom is reset upon weapon switch 2019-08-18 13:08:30 -07:00
02c7eeb671 Fixed 'use' behaviour across FreeHL and FreeCS, fixing chargers and whatnot. Cleaned up old usage of FL_USERELEASED too. Changed FL_FLASHLIGHT to its bit. 2019-08-18 12:01:01 -07:00
4ed25b810b Missing snark model precaches 2019-08-18 09:36:14 -07:00
101c3601d3 FreeHL weapon updates related to ammo and numerous warnings by the compiler about things that don't really mean anything but I really like the 0% warnings count kthxbai 2019-08-17 19:35:31 -07:00
2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. 2019-08-14 02:43:43 -07:00
cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. 2019-08-10 20:45:41 -07:00
19a52bf611 Initial Counter-Strike VGUI support 2019-08-10 14:37:56 -07:00
7d373d9216 Slight weapon adds/edits for ongoing work in FreeHL 2019-08-08 01:42:05 -07:00
a74f5242a4 Added taunts, visible on Quake 2 player models. Same wave X commands apply. 2019-08-08 01:41:26 -07:00
21c8c88ec8 Improved Q2 player model support, interpolation, etc. 2019-08-07 10:58:56 -07:00
8891e84e18 Q2 player model test code... move along 2019-08-07 01:55:38 -07:00
021d985a2e Moved weapon specific animation code to the respective weapon files for FreeHL 2019-08-07 00:20:42 -07:00
Marco Hladik
921ec444a2 Basic player animation code for Valve/Scihunt/Rewolf 2019-08-06 22:57:18 -07:00
Marco Hladik
97ea5e6208 Initial commit of the new VGUI replacement code. This dates back to the days
of TW 1.2 (the version that never got released) and besides some primitive
windowing is usable enough in its current state.

Misc fixes to FreeCS as well.
2019-08-03 10:40:34 -07:00
22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. 2019-03-26 16:04:49 +01:00
17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time 2019-03-25 01:49:27 +01:00
ca3cdb3a28 Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities 2019-03-24 16:28:19 +01:00
d1f4e6b690 - Added team-killer punishment
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
8220ce4116 Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
723f1de4f4 decals: default color to 1,1,1, since the blend mode has changed. 2019-03-13 16:25:08 +01:00
9d869d5c0a Fix damage overlay for splitscreen games
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00
5b58351619 w_chainsaw: move towards the victim you're cutting with that thing. Ala scihunt 2019-03-06 20:23:31 +01:00
2df5e2884e scihunt: fix weapon order 2019-03-06 20:05:07 +01:00
3eb5cec34c w_hammer: Added missing attack-delay on the serverside... oops. 2019-03-06 17:04:35 +01:00
94c0e57810 Rewrote the Hammer code to be more according to scihunts' behaviour 2019-03-06 17:01:57 +01:00
5055d92c5b Merging the Xylemon's changes to Scientist Hunt that got sent via a patch. Thanks Xylemon!
Also changed the way game-init works. Still gotta rename the Game_Worldspawn to reflect what it actually does now.
TODO: Add a Game_InitEnts alongside Game_Init?
2019-03-06 14:11:23 +01:00
18dfc74238 PMove: Run Game_Input after physics are run, to make sure that weapons like e.g. the C4 know when we're inside a zone trigger 2019-03-03 11:57:42 +01:00
182e8b9e74 Effects: Moved precaches for effects into one place. Fixed ric_metal from being played outside CSTRIKE 2019-03-02 11:04:38 +01:00
3b93647a84 w_glock: fixed typo 2019-03-02 01:03:54 +01:00
0c6d905c7b cstrike: changed gravity modifier for the grenades. Assuming they're half, since consistent with HL's default frag. 2019-03-02 01:03:39 +01:00
fdc4227d00 traceattack: made it so that accuracy is a parameter.
w_shotgun: support for spread, fire
w_glock: support for spread.
w_mp5: spread...
w_python: ditto
2019-03-02 00:15:00 +01:00
0fd206bc2f Added impulse 100, also known as the flashlight 2019-03-01 23:24:46 +01:00
e21d6e94e5 CSQC: Change references to 'self' to pSeat->ePlayer to make sure we're targetting the current clientseat. Self might refer to shadow clients. 2019-03-01 17:13:47 +01:00
784cc97ee7 Decal-placement optimisations. Now decals will not spawn over ones in a radius of 8 units. Needs feedback! 2019-03-01 15:30:18 +01:00
2f101866b7 decal/infodecal: Make sure tempdecals aren't being removed, as that would kill the decal-chain. 2019-03-01 01:24:15 +01:00
5276d1f8cc Weapon prediction changes. Needs more testing, but this will effectively handle all weapon-animation stuff client-side. 2019-03-01 00:04:33 +01:00
1b2dd20edb Added sprite blood, weapon prediction changes [WIP] 2019-02-28 08:18:01 +01:00
a6695de43c Added a weapon reload timer hack to prevent a race between input frame and weapon-reload think frame. This fixes that the gun seemingly reloads twice. 2019-02-21 12:43:59 +01:00
d8926097fa Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)
Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
2019-02-20 14:30:16 +01:00
646e378989 func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc. 2019-02-09 11:32:19 +01:00
546451338f January 2019 Refactor: Added the initial BaseHL logic and started merging things with FreeCS. This will ensure a bright future to anyone porting mods and the like to the codebase. This is very, VERY early and I'm mainly committing this so Xylemon can start tinkering with it. 2019-01-29 03:40:14 +01:00
63efe2b147 Valve progs boots now.
More restructuring.
2019-01-21 03:00:14 +01:00
8043b8f830 Major cleanup and restructuring. This breaks everything. I'm very, very sorry. 2019-01-19 05:50:25 +01:00