Commit graph

90 commits

Author SHA1 Message Date
Joël Troch
e760b9f988 [HL25] Backport changes from October 2nd 2024 2024-10-04 18:46:55 +02:00
Joël Troch
b61c0beadf [HL25] Backport changes to multiplayer spawn selection logic 2024-08-28 16:37:49 +02:00
Joël Troch
df5605d5a3 [HL25] Backport "make players non-solid upon death in multiplayer" code 2024-08-28 16:37:49 +02:00
Joël Troch
9d4ce15069 [HL25] Backport "reload current weapon before dropping it" code 2024-08-28 16:37:49 +02:00
Joël Troch
e0ba8cebc7 [HL25] Backport busters game mode
Also backport a define being moved at the top in "multiplay_gamerules.cpp".
And two changes related to weapons in general in "weapons.cpp".
2024-08-28 16:37:49 +02:00
Joël Troch
33b2b3acd4 [HL25] Backport func_vehicle entity 2024-08-28 16:37:47 +02:00
Joël Troch
8c5d4abd96 [HL25] Backport changes to Gauss 2024-08-28 13:42:29 +02:00
Joël Troch
c567ed8a51 [HL25] Backport "sv_allow_autoaim" CVAR functionality 2024-08-28 10:56:34 +02:00
Joël Troch
a542e4a00a [HL25] Backport crowbar full swing fix
This commit also reverts fe8a54065c to
prevent potential conflicts. Seems to be identical to vanilla behavior.
2024-08-28 10:27:39 +02:00
Joël Troch
ac6b6646cc [HL25] Backport changes to multiplayer corpses 2024-08-28 09:59:00 +02:00
Sam V
d0f31f3200 Revert "Have clients select weapons by ID, rather than by name"
This reverts commit 20b66b95fa.
2023-11-12 14:29:03 +01:00
Sam V
7fbccedbd9 Fix drown damage not restoring health 2023-11-05 23:14:04 +01:00
Sam V
3718cf2659 Fix player gaining health when drowning with god mode enabled and recovering health after surfacing 2023-10-09 15:08:30 +02:00
Sam V
73a71eeffc Fix Gauss gun dealing full damage when saving and loading right after starting a charged shot 2023-08-31 12:21:58 +02:00
Justin
20b66b95fa Have clients select weapons by ID, rather than by name 2023-08-19 12:43:35 -07:00
Sam V
a1cf2d38bb Add cvar sv_allowbunnyhopping to control whether the bunny hopping limiter is enabled 2023-08-14 13:03:37 +02:00
Sam V
4fe7e6eb45 Fix player weapons still receiving input when starting to use a func_tank
ValveSoftware/halflife#3345
2023-04-01 13:32:39 +02:00
Sam V
2f29611676 Print texture type along with texture name when using impulse 107, make PM_FindTextureType const correct 2023-02-02 17:24:12 +01:00
Sam V
9c4af83c7d Rename CWorld::Instance to CWorld::World to avoid conflicting with CBaseEntity::Instance function name 2023-02-02 13:17:24 +01:00
Sam V
a370af08e6 Convert all source files to UTF without BOM 2022-12-17 13:32:43 +01:00
Anchur
2c84881c07 Update source file encoding to UTF-8 2022-12-16 22:52:07 +08:00
Sam V
f2c8e2346e Access world through global, access local player through helper function, remove some obsolete utility functions
ValveSoftware/halflife#3307
2022-10-07 16:40:56 +02:00
Sam V
efacee0ada Fix Room DSP effects not always activating
Resolves #164
2022-09-14 21:10:27 +02:00
Roman Chistokhodov
561a436577 Fix weapon deploy animations on fast switching with user binds 2022-08-06 06:15:52 +03:00
Sam V
4f017fca99 Remove unnecessary map name variable
ValveSoftware/halflife#1144
2022-08-05 14:28:45 +02:00
Sam V
273aab1d34 Format all files according to current formatting rules 2022-08-04 12:30:11 +02:00
Sam V
bc3add9715 Always send room_type changes to client, set room_type to 0 by default, reset room_type to 0 on map change, save room_type and restore it when loading same map
Resolves ValveSoftware/halflife#1144
Resolves ValveSoftware/halflife#2936
2022-08-04 12:14:34 +02:00
Sam V
fdc159c8b3 Refactor env_sound code to use correct data type for room type, don't use goto 2022-08-04 11:36:15 +02:00
Sam V
c30cd6f361 Fix tripmine body value being influenced by events from other weapons during deploy
Resolves #158
2022-08-02 11:27:24 +02:00
Sam V
979b45351e Split AddToPlayer into query and action methods
#157
2022-07-22 19:01:05 +02:00
Sam V
6951bf1b07 Rework how weapons are added to the player to delay ammo extraction until after the weapon is in the player's inventory so exhaustible weapon giving is handled properly
Resolves #153
#157
2022-07-22 18:55:10 +02:00
Sam V
5d8dc698a9 Change return type of GetWeaponptr to CBasePlayerWeapon*
#157
2022-07-22 18:46:04 +02:00
Sam V
62525c6f27 Fix players not being given exhaustible weapons when they get the ammo for them
Resolves #153
2022-07-20 13:09:57 +02:00
Sam V
aa41b0ef35 Reset server's client FOV value so loading save games restores FOV correctly with weapon prediction disabled
Resolves ValveSoftware/halflife#3044
2022-07-20 12:13:07 +02:00
FranticDreamer
5a006e6630 Fix Ambiguous Template 2022-05-05 05:00:03 +03:00
FranticDreamer
1b3308c2a3 Fix STL Algorithm Header Errors When Included with Platform.h
"clamp" macro of Platform.h conflicts with "std::clamp" of the STL algorithm header. So `#include <algorithm>` forces Platform.h included after itself. This commit fixes the issue.
2022-05-05 04:49:15 +03:00
Sam V
2c41a96c8f Fix "fullupdate" call making a HUD disappear
Resolves #147
2022-04-07 12:49:25 +02:00
Sam V
8bf424d215 Remove incorrect conditional check
Resolves #134
2022-03-14 12:44:18 +01:00
Sam V
3c1e84a172 Fix controlling a func_tank with empty weapon deploying invisible weapon when stopping control
Resolves #134
2022-03-13 21:51:28 +01:00
Sam V
812766c12c Fix FL_FAKECLIENT flag being cleared in some places
Resolves ValveSoftware/halflife#3256
2022-03-09 13:56:31 +01:00
Sam V
ec35d42fe0 Fix picking up weapons that give free/regenerating ammo sometimes showing weapon icon as red
Resolves ValveSoftware/halflife#3250
2022-03-01 14:43:46 +01:00
Sam V
b7b6080a54 Show pickup icons in HUD for all weapons
ValveSoftware/halflife#3137
2022-03-01 13:55:56 +01:00
Sam V
3a13e3877c Add method to decrement timers in weapons code 2022-02-21 15:57:39 +01:00
Sam V
fe8a54065c Fix the crowbar damage always being calculated halved.
Resolves ValveSoftware/halflife#1600
2021-12-25 15:56:42 +01:00
Dominik Madarász
868b53f0de
Move the logic to PreThink
Admittedly, UpdateClientData() is unsuitable place for the logic, PreThink is where it should have been placed.
2021-12-03 21:30:08 +01:00
Dominik Madarász
cd37a0e13c
Keep old comments 2021-12-03 21:25:26 +01:00
Dominik Madarász
2b03a457f1
Fix invalidated linked entities in node graph
Originally, Precache() would attempt to renew all linked entity pointers based on their stored model name, however since not all entities are initialized from a saved game during this stage yet, occasionally, the game would fail to renew linked ent pointers and therefore lose reference to doors (etc) that block a traversal path between nodes.

The change should ensure we relink referenced entity pointers at a time when all entities are already present, therefore we ensure references are still resolved correctly and the pathfinding continues to work correctly even after we load a saved game.

Previous behavior:
NPC would fail to navigate through doors on a loaded save.

Current behavior:
NPC has no issue navigating through doors on a loaded save.
2021-12-03 21:22:37 +01:00
Sam V
c633af888f Add support for adding 64 weapons
Resolves #98
2021-12-02 13:49:56 +01:00
Sam V
2b9b75ac97 Wrap braces after case label
#84
2021-11-29 20:55:01 +01:00
Sam V
12d410785b Properly format method definitions to have no space between class name and scope operator
#84
2021-11-29 20:31:17 +01:00