smallmodel
23a035e2ca
Use a default value for maxlen and bVirtualScale for Print
2024-11-09 19:38:15 +01:00
smallmodel
ec73268f94
Reorder methods
2024-11-09 19:21:24 +01:00
smallmodel
2b06cc690e
Add reloadmap server command from Breakthrough
2024-11-09 16:03:08 +01:00
smallmodel
7afc2427ac
Finish DrawBoundingBox() entity implementation
2024-11-09 15:51:27 +01:00
smallmodel
f3bbcba4f0
Set blue horizontal lines for debug bbox
2024-11-09 15:16:46 +01:00
smallmodel
0dca08a66a
Fix actor position on a turret
2024-11-09 14:35:52 +01:00
smallmodel
f646151ce2
Set medium difficulty by default
2024-11-09 13:27:24 +01:00
smallmodel
2e0e5db260
Implement bindweap
2024-11-09 00:27:42 +01:00
smallmodel
f34aad03cd
Add script owner implementation
2024-11-09 00:18:59 +01:00
smallmodel
332d209f62
Check if the turret's vehicle entity is valid
2024-11-08 22:31:49 +01:00
smallmodel
888e35466b
Drop error if the Script cannot load the file
2024-11-08 22:28:33 +01:00
smallmodel
1f69fce10e
Don't check for CONTENTS_BBOX on the base game for large bullets passing through entities
...
Some mods have tanks with mounted turrets and this would cause issues as the bullet would hit the tank instead
2024-11-08 22:06:51 +01:00
smallmodel
ac3eb58671
Return 4 from getconnstate even if it's deprecated
2024-11-08 21:46:25 +01:00
smallmodel
14f3e2faf9
Add a comment about driver solidity
2024-11-08 21:26:23 +01:00
smallmodel
a528e916c2
Add the owner when starting a thread from trigger_multipleall if the activator is a projectile
2024-11-08 21:26:09 +01:00
smallmodel
e6f83bc1d6
Fix the exit position for the base game
2024-11-08 20:46:45 +01:00
smallmodel
841a8d2b4a
Remove clientState_t from g_local.h (shouldn't be defined here)
2024-11-08 20:37:22 +01:00
smallmodel
a51c250a31
Add ScriptDeprecated macros
2024-11-08 19:33:15 +01:00
smallmodel
c2291e92c4
Add Anim_AngularDelta
2024-11-08 19:32:53 +01:00
smallmodel
b8cc3313b1
Check for valid tiki in PF functions
2024-11-08 19:26:37 +01:00
smallmodel
d1fca3e499
Check for valid skeletor
2024-11-08 19:24:07 +01:00
smallmodel
66b882346f
Clear the animation delta when the animation is invalid
2024-11-08 19:13:56 +01:00
smallmodel
b38fedb18c
Make the vehicle path drive from TurretMove
...
This fixes the issue where the AB41 can't be controlled
2024-11-07 20:23:24 +01:00
smallmodel
e6559c6ae6
Fire the turret only when attackleft is pressed
2024-11-07 20:02:49 +01:00
smallmodel
772aad79d7
Disable cubemap-based lighting due to rendering artifacts/bugs occurring
2024-11-07 19:37:12 +01:00
smallmodel
3e84dbe6ac
Initialize skipFade
2024-11-06 18:53:43 +01:00
smallmodel
f347102ecb
Add the skipFade parameter in bsptransition so the fade can be skipped
...
Useful for scripts that are using fadeout during cinematics and then transitioning to the nextmap, like in e2l2 where vehicles explode at the end of the mission
2024-11-05 22:37:33 +01:00
smallmodel
f5d2fdbcad
Return an empty string if the channel is neither playing nor paused
...
It was only checking if the channel was playing. This was an issue because, in the main menu the music is paused, which means saving from main menu would not save the music filename
2024-11-05 22:16:15 +01:00
smallmodel
ab037f1890
Properly center the window
2024-11-05 22:03:43 +01:00
smallmodel
a933c78d93
Explosions must not kill the window immediately
2024-11-05 22:02:30 +01:00
smallmodel
d08f539e6d
Correctly initialize the window object
2024-11-05 22:02:08 +01:00
smallmodel
caea6e6bba
Return a reference to a const str for the result of Target()
2024-11-05 21:58:19 +01:00
smallmodel
6970e2d00c
Properly check entity sight against passOwnerNum
2024-11-05 21:48:43 +01:00
smallmodel
af084542c4
Don't set the leadside
2024-11-05 21:48:14 +01:00
smallmodel
9f728580b6
Fix Y normal for the output color from cube being mistakenly used twice
...
This improves the overall lighting from cubemap
2024-11-05 20:31:56 +01:00
smallmodel
c25d0b668a
Only check if m_bVisible is non-zero
2024-11-05 20:30:30 +01:00
smallmodel
1e29fd7d2b
Refactor SetScript/SetThread
2024-11-05 19:52:13 +01:00
smallmodel
67f822d492
Process label of type 'none'
...
A none variable should be considered valid, it will just clear the label
2024-11-05 18:43:28 +01:00
smallmodel
effbbd6c62
Support long subtitles
2024-11-05 01:14:21 +01:00
smallmodel
fba40370af
Only create launchers for the standalone game
2024-11-04 22:52:49 +01:00
smallmodel
fc0ca18632
Add missing QUAKED comments
2024-11-04 21:32:16 +01:00
smallmodel
059b0ba34f
Override respondTo method for TriggerEntity
...
This makes TriggerEntity respond to any object that is a subclass of Entity. This is useful for scripts wanting script_model to touch triggers for cinematic purposes (for example, the bike crash gag at the end of e2l2)
2024-11-04 21:22:09 +01:00
smallmodel
e833b08a8e
Fix G_GetAngle returning the wrong angle (was flipped)
2024-11-04 20:37:28 +01:00
smallmodel
afc431c413
Add a basic launcher
2024-11-04 01:00:53 +01:00
smallmodel
81e407a924
Add EXE_EXT
2024-11-03 21:45:27 +01:00
smallmodel
1f232efdf3
Add the push velocity when jumping from a valid ground entity
2024-11-03 20:34:49 +01:00
smallmodel
94e1830895
Don't jump when on top of another sentient
2024-11-03 20:32:17 +01:00
smallmodel
406f804ef8
Don't jump when inside a vehicle or turret
2024-11-03 20:30:37 +01:00
smallmodel
437f20dfb9
Set the view angles when archiving
2024-11-03 20:21:01 +01:00
smallmodel
ff4438bce9
Properly load the statemap file and get the pain conditions when archiving
2024-11-03 20:12:14 +01:00