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
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