de-pk3dir
Fix nightvision goggles sound not playing.
Delay the renaming of CTF entity classnames to after they have fully spawned.
Skill files now match the new conventions.
Merge branch 'master' of ssh://git.vera-visions.com:1997/nuclide-ports/gearbox
Waypoints for all official maps, map previews images
default.cfg: Ensure to execute skill_valve.cfg and skill_gearbox.cfg
Remove view.qc and modelevent.qc
Merge Maxwell's branch
Crosshair is supposed to be available when the laser is enabled.
Client: support gametitle fade-in
Added the ISlave and the Houndeye dead version to the OP4 monsters def.
Otis now has correct amount of bullets. Also fixed something that wasn't broken, but wasn't right.
Poses are flipped... for some ungodly reason.
I think the value was supposed to be 2.
Dead HEV should now have a helmet. Also removed duped body1 entry
Dead Ally Grunts now have a concept of what weapons are held.
GMan wants to be called on his cell phone
Same fix as HL. But added Clipboard and Stick versions.
Fixed some low hanging fruit for dead monsters
NPCs for Opposing Force
Rebuild against FreeHL Develop
Waypoint additions and EntityDef updates
add waypoint file for op4ctf_hairball
shift weapon edefs around.
item_ctfbackpack: add bleep1 noise when refreshing ammo
Dealloc flags on player ent removal, minor bot fixes
WEAPON_SNIPERRIFLE: fix using the wrong crosshair sprite for the scope
OP4CTFRules: handle bots joining teams
OP4CTFRules: unset 'icon2' infokey on PlayerConnect
Updated weapon pickup logic to respect startammo (required by OP4CTF)
Work on the various visual feedback and scoring of CTF
Added Capture The Flag game mode.
Add entityDefs for the weapon pickups in the game
Fix compiler warnings.
player: implement ::UpdateAliveCam
Remove base/src dependency and use valve/src's versions instead.
add instructions.txt file
Removal of Game_Input which has been made obsolete.
Client: Use the new Crosshair drawing functions to help with cl_thirdperson and remove obsolete routines.
Remove references to client/player.qc.
Set pragma target fte_5768
player class: Use parent method OptimiseChangedFlags() to cull some fields from being networked to players other than yourself
Clean up our player enumflags.
Cleanup: Some CGameRules methods are now of type 'bool'
Yep, you guessed it: remove pmove_water.qc
Remove mention of GS_RENDERFX.
Adjust naming against upstream.
Convert all classes to use the new parent names. The old ones were marked for deprecation long ago.
Implement IsMultiplayer() into HLGameRules class.
Server: unreference player.h
Extend FX_GibHuman with a dir (euler) and force parameter.
.touch fixes.
Rebased against the latest Nuclide commit.
Update copyright information
Remove inclusion of gs-entbase/server/defs.h
Client: Enable the damage/item notifications from Half-Life.
Client: Include the ammo notification routines.
Include and make use of the FX_Corpse stuff.
Client: Include FreeHL's damage.qc.
Insert muzzleflash precaches from Nuclide into ClientGame_RendererRestart
Use GetSpawnX() methods instead of peeking into some attribute that
Remove input_sequence definition.
Update include.src against valve/src
Don't define VALVE in the progs src.
Shared: Add isempty function pointers to the respective weapons that need
Updated the game-specific PMove bits to be part of our player class
Inherit valve/src's viewmodel effects
Fix a reload bug for when you fully empty the M249
Add the nightvision code to replace the flashlight.
Reload timers for the WEAPON_EAGLE and WEAPON_SNIPERRIFLE weapon
Support for .colormap on players.
install_from_cd.sh: download the patch 1109 zip now as well.
add install_from_cd.sh, which will get the contents off your OP4 CD and grab all the patches from archive.org
Don't set VIEWPOS here.
Use Base its damage.qc instead of FreeHL its.
Shared: Inherit weapon_common from Nuclide's base game.
Simplify prediction code with the help from upstream SDK changes.