Precache all weapons, to avoid a network overflow.
Fixes against Nuclide 'Develop'
WIP Weapon Defs
Skill files now match the new conventions.
Removal of "bot_add" command.
Client: Remove duplicate g_specmodes[] definition
Server: update player flashlight precache names
WEAPON_HAMMER: recalculate v_forward because I forgot to do that in the release
default.cfg: exec skill_scihunt.cfg
SHScientist: Fix the check a little to discard invalid negative values
SHScientist: the body logic should really only be run if we're not using a body already.
Initial work on some more of the gamemodes, specifically Live In Fear
Work on the mirror material for endlrain
Merge branch 'master' of ssh://git.vera-visions.com:1997/nuclide-ports/scihunt
Waypoints for 5AM
Remove reference to predisaster flag
Rename map previews so they can be recompressed for packaging
Remove view.qc and modelevent.qc
Rebuild against FreeHL Develop
- Finish removal of sh_scialert
- Add (early) bot support
- Can now join teams from VGUI
Implement sh_hchorror
Rebase player.qc
Slowly making changeteam work, make sure the MOTD opens when the player first joins
Some comment cleanup
monster_scientist: improve attack visuals, make attack trace against player so they can miss, poison is now curable upon healing
implement sh_chainspark
Chainsaw should now shake player's screen like original
Implement sh_announcescinum and sh_allowteamchange
Implement sh_announcescideath
Updated README to reflect current state
VGUI: my crummy inital implementation
Make parse data respect the newely implemented scimax cvar
Gamemode constructors
Gamemode Standard Hunting: move this out to gamerules.qc
Gamemodes:
restore +sciscore, the name of sciboard was a mistake
monster_scientist: now respects properly sh_scimax and works with sh_scispeed again, gave him poison attack more true to the original, respects more gamemodes, updated some functions to use newer API calls, thanks to eukara for his help, teaching, and patience with this stuff
Rename sv_realistic back to sh_realistic for compat, and create an alias to sv_gamemode
Added map previews, fix #7
monster_scientist: rebased off latest in FreeHL, should clean up and inherit most of these functions, but this will do for now
Insanity is now fully reimplemented
Include vgui_motd.qc
Fix compiler warnings.
Remove base/src dependency and use valve/src's versions instead.
add instructions.txt file
Removal of Game_Input which has been made obsolete.
Remove obsolete includes.
Add missing player attachment updates.
Remove references to client/player.qc
monster_scientist: Fix them not bleeding.
GameRules: Fix player death
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.
monster_scientist: Death check was wrong. oops.
Fix warning in HLGameRules::PlayerDeath.
monster_scientist: Make use of the new NSMonster APIs
Cleanup: Some CGameRules methods are now of type 'bool'
Get rid of some old pmove code.
Server: Restart kill counter for Red/Blue teams whenever the round restarts so we don't mess up our counter.
Server: Move the forceinfokey calls into InitPostEnts() because constructors aren't suited for those at all
monster_scientist: Fix a fuckup of me having shifted code around a couple of times which results in WORLD going insane.
Some more work done on the gamemodes. Team modes + standard hunt is now implemented but not quite tested. Still needs 'changeteam' cmd etc.
Server: Add stubs for game-mode seperation
monster_scientist fixes.
Adjust naming against upstream.
Convert all classes to use the new parent names. The old ones were marked for deprecation long ago.
Rename SHMultiplayerRules to HLGameRules to avoid clashes with FreeHL's weapon code.
Server: unreference player.h
monster_scientist: Fix the Pain() calling animations post-death
Extend FX_GibHuman with a dir (euler) and force parameter.
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. Use the new corpse stuff.
Client: Include ammo notify routines.
Client: Include FreeHL's damage.qc.
Change FL_RESERVED1 to GF_MADNESS, move it from flags to gflags.
monster_scientist: Add FallNoise()
Use GetSpawnX() methods instead of peeking into some attribute that
Remove input_sequence definition.
weapon_cannon: fix reload animation hiccup
Respawn env_shooters as part of the gamerules too...
monster_scientist: Don't trigger pain sound when we're already dead.
Add breakables respawn timer.
Update include.src against valve/src
monster_scientist: Call WarnAllies() when death happens and stuff.
Gamerules: Call SHData_GetItems() every 2 minutes.
Inherit valve/src's viewmodel effects
Update skill_scihunt.cfg
WEAPON_HAMMER: Adjust primary damage to 50. Get rid of the player specific check.
Include flashlight.qc from FreeHL
Add .colormap support to players.
Don't set view_ofs here.
Use Base its damage.qc instead of FreeHL its.
Shared: Inherit weapon_common and input from Nuclide's base game.
Simplify prediction code with the help from upstream SDK changes.
Weapons: Add player model animations for the hammer, shotgun and change the aim animation for the chainsaw to be that of the Egon