More decl work
Code fixups against latest Nuclide. Move gamerules into their own module.
Merge pmove.qc into player.qc
* add HLWeapoNSelect class
More and more changes against `Develop` Nuclide.
HLSprite_Init: TFC weapons start with 'tf_weapon' so we gotta search for those too
weapon_{shotgun,rpg}: add punchangle
Fix textmenu actions being ifdef'd out for now
Add missing prototype for HUD_SlotSelect. Which will be removed anyway.
Rebase against latest Develop, move more components from the old platform/ dir oriented towards FHL
Move platform files over, rebuild weapons against Nuclide
Fixes for scientist body types
HLMultiplayerRules: Fix some warnings.
monster_sitting_scientist: fix hitbox, and make use of `sequence` key.
FX_Corpse: transfer player bbox to corpse, so we can handle crouching etc.
HLMultiplayerRules: Support death animation variations.
Client: Suit pickup will now supress excess notifications.
Client: add a subtle tint to the damage display. Set cg_damageFill to tweak.
Remove in-code spawn point definitions.
monster_alien_grunt: Fix health value.
FX_Corpse: change movetype to MOVETYPE_BOUNCE
Update README.md
Corpses: Ensure frame1time is reset whenever we inherit someones corpse.
monster_human_grunt: remove the dlights from their projectiles.
WEAPON_TRIPMINE: set tripmine model only for visual appearance, bypassing the dodgy hitbox (engine bug?)
Move skill files around to the new conventions, tweak various sounds/particles and definitions.
Add zpak001.pk3dir/sound/func_tracktrain.sndshd
Server: Fix precache of the item_weaponbox pickup sound.
Remove "bot_add" command, add zpak001.pk3dir/scripts/bots.txt
Gamerules: update player death sound def name
Client: Remove duplicate g_specmodes[] definition
Manifest: update protocol name
Updates to the sound definitions and other minor fixes against upstream Nuclide.
Remove code that's no longer being run
WEAPON_EGON: Fix parameter order on Damage_Radius()
WEAPON_CROWBAR: Don't create an impact spark
Server: Respect mp_forcerespawn in multiplayer
Add source files for the DM level shots.
Every official HL map is now waypointed
Remove view.qc and modelevent.qc
Trail is supposed to be on the explosive bolt. It was inversed.
Merge Maxwell's branch
Client: support game title fade-in
Woah there. All of the head defines were ahead by 1. Walter is now default, not Head 1. Fixed all other heads too.
Removed some OP4 dead versions from Valve. HL has no concept of these, not even animations for them in their respective models.
NPC updates, added dead variants and some various fixes
Scripts: Create blood decals upon gib model impact
monster_gman: Change walking speed to 77 units per second
Client: Explicit precache of the muzzleflash models.
monster_barney_dead: example dead monster
Add more stubby entityDefs for monsters, as work began on those
Adjust the flashlight a bit
monster_headcrab: leaping, plus noise
monster_alien_grunt: give hornet projectile a trail
WEAPON_HANDGRENADE: projectile conversion to EDef
monster_barney: define attack_ranged_range to 1024 units.
Define EDef for monster_babycrab
EntityDefs: Give explosives some decals upon detonation
FX_Corpse: adjust bbox slightly, make it smaller.
FX_Corpse: Add server-side animation code for the model
WEAPON_SATCHEL: Don't use private APIs when blowing up the satchel bombs.
Ripping things out, move most weapon projectiles into EntityDef
Get rid of FX_GibHuman and FX_GibAlien, use PropData system instead
Restructuring of monster/weapon entitydef files
monster_barney: specify submodel group on weapon draw
Update the body key/value pairs inside the monster edefs
Weapons now respect the startammo parameter passed over their pickup function. (needed by OP4CTF)
Yank out the monster's out of the codebase. Use entityDefs instead.
Revert "Yank out the monster's out of the codebase. Use entityDefs instead."
Yank out the monster's out of the codebase. Use entityDefs instead.
Remove QUAKED comments for weapon pickups (handled by build_game.sh and defs now)
Add a Radiant compatible game definition files.
Fix the weaponbox not spawning properly in MP.
Use entityDefs instead of hard-coded item pickups
install_from_cd_goty.sh: New script that uses rewise by CYBERDEViL instead of Wine
surfaceproperties.txt: play sfx_impact.concrete for gs_material_rocks
Script definition tweaks for func_breakable behaviour/sounds
spawn.qc remove this hack (for scientist hunt and other team mods)
weapon_gauss: Add special effect for overcharge, fix a mistake with overcharge damage, update gauss to use new weapon sound API
weapon_gauss: Secondary fire improvements
Temp fix so snark doesn't do this hilarious bug anymore
Tweak the UI color defaults a little.
Multiplayer: Load and display a server message of the day if present.
Add zpak001.pk3dir/sound/func_plat.sndshd
Remove install_shareware_data.sh
Client: use frametime over clframetime for the bob.
PMove: change maxspeed to 270 for the time being, as that's the default for MP anyway.
Fix compiler warnings.
Remove dependency from base/src.
item_pickup: Call respawn item sound in a separate method for sanity's sake
Server: Shuffle some code inside the monster files around so that we re-set starting values after all constructors have executed
Client: clamp the armor subpic size to 1.0 (fixes graphical artifacts in TFC)
ITEM_SUIT: destroy when we're running on game 'bshift'
WEAPON_TRIPMINE: use Destroy() instead of remove()
Client: don't dictate g_hud_color when in TFC
Made Gauss jumping MP only.
Added Crossbow bolt trail on explosive MP bolt akin to Turok. This change is based upon documented cut content
WEAPON_TRIPMINE: use Destroy() instead of remove()
ITEM_SUIT: destroy when we're running on game 'bshift'
Client: don't dictate g_hud_color when in TFC