nuclide/Source/shared
Marco Hladik 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
..
cstrike 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
scihunt w_chainsaw: move towards the victim you're cutting with that thing. Ala scihunt 2019-03-06 20:23:31 +01:00
valve w_glock: fixed typo 2019-03-02 01:03:54 +01:00
decals.c Flashlight: Add the HUD indicator in the 'valve' base 2019-03-09 15:50:11 +01:00
effects.c Flashlight: Add the HUD indicator in the 'valve' base 2019-03-09 15:50:11 +01:00
pmove.c 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
spraylogo.cpp Major cleanup and restructuring. This breaks everything. I'm very, very sorry. 2019-01-19 05:50:25 +01:00