930 Commits over 639 Days - 0.06cph!
Re-add code to omit capture point marker if we're capturing it
Added GunfightCapturePanel, simple UI template to show flag status
https://files.facepunch.com/devultj/1b1411b1/ShareX_eevAonsQQK.png
Revolver can 1-hit headshot
Fixed damage not working outside of active gamemode
Add Revolver resource, Cowboy loadout resourc
Updated AKM icon in resource
Adjusted round lengths, don't end the round if someone is capturing the flag.
Minor tweaks to CapturePoint, HudMarkers
Merge branch 'main' of sbox-gunfight
Create CapturePointEntity.cs
Create GamemodeMarker.cs
Create a capture point when RoundFlagActive, clean all capture points when starting the round
Map update
Add Gamemode.OnFlagCaptured
Win the round on CTF
Upgraded score panel, bigger time countdown, alive player counts
Clear player effects on respawn
AKM sounds
AKM icon
Knife sounds
Moved around slide effects, clear effects on death
Players can respawn while waiting for players
Show winning team at the end of the game
Add/RemoveScore returns new score
Don't go to RoundOver if we've intended to end the game
Handle game won state, go back to WaitingForPlayers, which will now check the active player count and go straight to round cooldown.
Loadouts can provide ammo
Update AKM ammo-type
Define Loadout GameResource
Add Gamemode.PlayerLoadout, hook it up to Gunfight
Check for dead players and award the other team. Semi-working gameplay loop!
Add AKM to random weapon rotation
Fixed grabbing wrong weapon name in KillFeed
Use LifeState to decide different pathways for gamemodes to take when respawning a player. LifeState.Respawning = player will respawn in a few seconds. LifeState.Dead = gamemode must manually respawn them.
Add Gamemode.PreSpawn( player ), RespawnAllPlayers, disable input when movement is disabled
Prevent Damage if gamemode.AllowDamage is false
Adjusted spawnpoint query, added SpawnPointTag
More work on Gunfight gamemode rules & game flow
Delete inventory contents on respawn
Add post process overlay when in round countdown
Start decaying the weapon once it's dropped
Added AKM weapon resource
Started work on game states for Gunfight
Added GunfightWeapon.Start/StopDecaying, prioritize penetration over ricochet
Added Gamemode Prop ent (non functioning)
Added team system support to player hud markers
Added scoring system
Added more QoL accessors for TeamSystem
Kill Feed will try to use team colors
Added GunfightScorePanel, ready for gameplay loop!
Unset debug scores
Restructure some team extensions, assign players to teams in Gunfight gamemode
Gamemodes can create their own hud style
Add gamemode selection, map defines it as priority, then via convar (GameSetting)
Add boilerplate Team System
Added ToExtensions
Update .addon w/ GameSettings
Temporary priamry weapon randomizer
Add Inventory.HasWeaponWithAmmoType
Only siphon ammo if it benefits the player
Add gunfight_createweapon test command
Weapons are usable, can pick them up
Drop the player's Primary Weapon on death
If the player collides with a weapon, siphon ammo from it until we don't need the weapon anymore. Then delete the weapon.
Upped BulletSize for knife, R870 is a primary again
Cleared up all compiler warnings
Burst FireMode is simulated properly now
removed background from stance hud
Accidently broke ricochet
Fixed shotguns being absolutely useless due to damage reductions
Apply damage reduction for both ricochet and penetration
Add GunfightWeapon.ShouldPenetrate
Weapons can define their own damage flags, fixes knife being able to penetrate
Pass proper bullet range instead of hardcoded numbers
Added basic bullet penetration. Doesn't respect surface materials or glass yet
https://files.facepunch.com/devultj/1b1211b1/sbox-dev_arg4pZtXBC.mp4
Pass damage ref through TraceBullet, allow ricochet to dampen damage amount
Reset recoil when weapon becomes active
Only pass reload frac while actually reloading