Source code of Thirty Flights of Loving (2012)
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Knightmare66 bea11c25e0 Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir.
Added CL_ChangeGameRefresh() in cl_main.c.
Added UI_RefreshData() in ui_main.c.
Added FS_ExecConfigs() in filesystem.c to handle execution of default.cfg and kmq2config.cfg.
Fixed crash due to uncleared pointers when reinitializing mapshotvalid state arrays.
2021-09-27 21:50:33 -04:00
3zb2 Zero-initialize drawStruct_t in client pic drawing funcs using = { 0 }; 2021-08-22 04:18:03 -04:00
awaken2 Zero-initialize drawStruct_t in client pic drawing funcs using = { 0 }; 2021-08-22 04:18:03 -04:00
client Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir. 2021-09-27 21:47:12 -04:00
extractfuncs Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
game Refactored spincontrol menu control with value lists, simplifying menu implementations. 2021-09-04 02:18:06 -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 Refactored spincontrol menu control with value lists, simplifying menu implementations. 2021-09-04 02:18:06 -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 Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir. 2021-09-27 21:50:33 -04:00
renderer Renamed internally generated textures. 2021-09-27 12:59:00 -04:00
server Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir. 2021-09-27 21:47:12 -04:00
tools_bin Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
ui Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir. 2021-09-27 21:47:12 -04:00
unix Added video menu resolution list generation from vid_modes table via VID_GetModeInfo(). 2021-08-29 22:52:34 -04:00
win32 Refactored spincontrol menu control with value lists, simplifying menu implementations. 2021-09-04 02:18:06 -04:00
zaero Added video menu resolution list generation from vid_modes table via VID_GetModeInfo(). 2021-08-29 22:52:34 -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 specific reference to xatrix from instructions on using basegame cvars. 2021-08-25 16:29:52 -04:00
kmquake2_changelog.txt Update changelog for last commit. 2021-08-25 04:57:05 -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