Source code of Thirty Flights of Loving (2012)
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Knightmare66 1e5348cbe0 Refactoring and rearrangment of menu code.
Added new graphic for text box.
Made edict_t pointer arrays static in 3ZB2, Awakening2, and Zaero DLLs due to stack size concerns.
2021-08-12 15:30:51 -04:00
3zb2 Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
awaken2 Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
client Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
extractfuncs Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
game Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
include Updated libogg to 1.3.4 and libvorbis/libvorbisfile to 1.3.7. 2021-03-13 17:48:17 -05:00
linux Preliminary work for borderless window support on Linux. 2021-07-20 01:16:01 -04:00
missionpack Fixed firing player weapon while using spycam/remote turret in default Lazarus and missionpack DLLs. 2021-08-10 16:37:04 -04:00
null Updated GPL headers based on Q2 Tools GPL source release. 2020-06-04 17:01:28 -04:00
projects Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
qcommon Fixed firing player weapon while using spycam/remote turret in default Lazarus and missionpack DLLs. 2021-08-10 16:37:04 -04:00
renderer Reworked 2D pic drawing using a new, merged R_DrawPic() function. Moved old pic drawing functions to r_draw_removed.c. 2021-08-07 00:43:46 -04:00
server Fixed firing player weapon while using spycam/remote turret in default Lazarus and missionpack DLLs. 2021-08-10 16:37:04 -04:00
tools_bin Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
ui Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
unix Preliminary work for borderless window support on Linux. 2021-07-20 01:16:01 -04:00
win32 Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
zaero Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
.gitignore Added 64-bit static libraries. 2020-08-01 23:00:38 -04:00
3.21_Changes.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
buglist.txt Added support for making model_spawn start off by setting delay to 1 along with toggle flag for both default Lazarus and missionpack DLLs. 2020-12-14 00:09:31 -05:00
gnu.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
kmq2_md3_scripting.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
kmquake2.txt Removed single-texuring surface rendering mode. Moved old functions to r_surface_singletex.c. 2021-07-09 21:44:55 -04:00
kmquake2_changelog.txt Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
kmquake2_lazarus.txt Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
Makefile Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
readme.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
todo.txt Added ifeq, ifneq, ifgt, ifge, iflt, ifle, ifbit and ifnbit layout script commands. 2020-07-19 22:33:17 -04:00

This is the complete source code for Quake 2, version 3.21, buildable with
visual C++ 6.0.  The linux version should be buildable, but we haven't
tested it for the release.

The code is all licensed under the terms of the GPL (gnu public license).  
You should read the entire license, but the gist of it is that you can do 
anything you want with the code, including sell your new version.  The catch 
is that if you distribute new binary versions, you are required to make the 
entire source code available for free to everyone.

The primary intent of this release is for entertainment and educational 
purposes, but the GPL does allow commercial exploitation if you obey the 
full license.  If you want to do something commercial and you just can't bear 
to have your source changes released, we could still negotiate a separate 
license agreement (for $$$), but I would encourage you to just live with the 
GPL.

All of the Q2 data files remain copyrighted and licensed under the 
original terms, so you cannot redistribute data from the original game, but if 
you do a true total conversion, you can create a standalone game based on 
this code.

Thanks to Robert Duffy for doing the grunt work of building this release.

John Carmack
Id Software