Source code of Thirty Flights of Loving (2012)
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Knightmare66 9b4e85322c Added Q_StrScanToken() to replace StringContainsToken() for non-ambiguous token searching.
Changed CL_FilterStuffText() to use Q_StrScanToken() instead  of strstr().
2020-05-16 01:02:34 -04:00
3zb2 Added Q1 teleport entity event. 2020-03-09 15:11:50 -04:00
client Added Q_StrScanToken() to replace StringContainsToken() for non-ambiguous token searching. 2020-05-16 01:02:34 -04:00
extractfuncs inital commit of full repository 2019-03-13 15:20:07 -04:00
game Added Q_StrScanToken() to replace StringContainsToken() for non-ambiguous token searching. 2020-05-16 01:02:34 -04:00
include Updated to libcurl 7.69.1 with HTTPS support. 2020-04-30 02:10:27 -04:00
linux Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
missionpack Fixed crucified insanes being screwed up by the clearing of spawnflags bit 8, which conflicts with SF_MONSTER_GOODGUY. 2020-05-14 03:38:00 -04:00
null Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
projects Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
qcommon Refactored BUILDSTRING into OS_STRING and COMPILETYPE_STRING 2020-05-06 14:49:40 -04:00
renderer Added Q_StrScanToken() to replace StringContainsToken() for non-ambiguous token searching. 2020-05-16 01:02:34 -04:00
server Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
tools_bin inital commit of full repository 2019-03-13 15:20:07 -04:00
ui Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -04:00
unix Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
win32 Refactored BUILDSTRING into OS_STRING and COMPILETYPE_STRING 2020-05-06 14:49:40 -04:00
zaero Added Q1 teleport entity event. 2020-03-09 15:11:50 -04:00
.gitignore Fix crash in fog code when loading save from different/incompatible game DLL. Add support for game DLLs compiled for current development version. 2019-03-13 19:54:41 -04:00
3.21_Changes.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
buglist.txt Fixed crucified insanes being screwed up by the clearing of spawnflags bit 8, which conflicts with SF_MONSTER_GOODGUY. 2020-05-14 03:38:00 -04:00
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 Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
kmquake2_changelog.txt Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -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 Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
readme.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
todo.txt Update very old todo.txt 2019-04-24 16:15:45 -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