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
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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
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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"
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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
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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
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ValveSoftware/halflife#3307
2022-10-07 16:40:56 +02:00
Sam V
efacee0ada
Fix Room DSP effects not always activating
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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
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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
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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
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Resolves #158
2022-08-02 11:27:24 +02:00
Sam V
979b45351e
Split AddToPlayer into query and action methods
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#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
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Resolves #153
#157
2022-07-22 18:55:10 +02:00
Sam V
5d8dc698a9
Change return type of GetWeaponptr to CBasePlayerWeapon*
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#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
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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
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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
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"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
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Resolves #147
2022-04-07 12:49:25 +02:00
Sam V
8bf424d215
Remove incorrect conditional check
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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
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Resolves #134
2022-03-13 21:51:28 +01:00
Sam V
812766c12c
Fix FL_FAKECLIENT flag being cleared in some places
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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
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Resolves ValveSoftware/halflife#3250
2022-03-01 14:43:46 +01:00
Sam V
b7b6080a54
Show pickup icons in HUD for all weapons
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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.
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Resolves ValveSoftware/halflife#1600
2021-12-25 15:56:42 +01:00
Dominik Madarász
868b53f0de
Move the logic to PreThink
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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
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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
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Resolves #98
2021-12-02 13:49:56 +01:00
Sam V
2b9b75ac97
Wrap braces after case label
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#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
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#84
2021-11-29 20:31:17 +01:00