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https://github.com/ioquake/jedi-academy.git
synced 2025-03-13 22:31:55 +00:00
modify #elif statements so they will build if a symbol isn't defined
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parent
8cbc7dc223
commit
eba23de0e9
4 changed files with 28 additions and 28 deletions
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@ -185,9 +185,9 @@ static void ProcessMoveCommands( Vehicle_t *pVeh )
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#ifndef _JK2MP//SP
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curTime = level.time;
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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@ -370,9 +370,9 @@ static void ProcessMoveCommands( Vehicle_t *pVeh )
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qboolean isLandingOrLaunching = qfalse;
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#ifndef _JK2MP//SP
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int curTime = level.time;
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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int curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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int curTime = pm->cmd.serverTime;
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#endif
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@ -511,9 +511,9 @@ static void ProcessMoveCommands( Vehicle_t *pVeh )
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{
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#ifndef _JK2MP//SP
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G_SoundIndexOnEnt( pVeh->m_pParentEntity, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
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#elif QAGAME//MP GAME-side
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#elif defined QAGAME//MP GAME-side
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G_EntitySound( ((gentity_t *)(pVeh->m_pParentEntity)), CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
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#elif CGAME//MP CGAME-side
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#elif defined CGAME//MP CGAME-side
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//trap_S_StartSound( NULL, pVeh->m_pParentEntity->s.number, CHAN_AUTO, pVeh->m_pVehicleInfo->soundTurbo );
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#endif
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}
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@ -1175,9 +1175,9 @@ static void ProcessOrientCommands( Vehicle_t *pVeh )
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qboolean isLandingOrLanded = qfalse;
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#ifndef _JK2MP//SP
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int curTime = level.time;
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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int curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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int curTime = pm->cmd.serverTime;
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#endif
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@ -1559,9 +1559,9 @@ static void AnimateVehicle( Vehicle_t *pVeh )
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#endif
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#ifndef _JK2MP//SP
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//nothing
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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int curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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int curTime = pm->cmd.serverTime;
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#endif
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@ -324,9 +324,9 @@ static void ProcessMoveCommands( Vehicle_t *pVeh )
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#ifndef _JK2MP//SP
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curTime = level.time;
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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@ -782,9 +782,9 @@ void AnimateRiders( Vehicle_t *pVeh )
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#ifndef _JK2MP//SP
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curTime = level.time;
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#elif QAGAME//MP GAME
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#elif defined QAGAME//MP GAME
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curTime = level.time;
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#elif CGAME//MP CGAME
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#elif defined CGAME//MP CGAME
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//FIXME: pass in ucmd? Not sure if this is reliable...
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curTime = pm->cmd.serverTime;
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#endif
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@ -238,7 +238,7 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, char *parmNam
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case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex
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#ifndef _JK2MP
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*(int *)(b+vehWeaponFields[i].ofs) = G_ModelIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehWeaponFields[i].ofs) = G_ModelIndex( value );
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#else
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*(int *)(b+vehWeaponFields[i].ofs) = trap_R_RegisterModel( value );
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@ -247,16 +247,16 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, char *parmNam
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case VF_EFFECT: // take the string, get the G_EffectIndex
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#ifdef QAGAME
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*(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value );
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#elif CGAME
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#elif defined CGAME
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*(int *)(b+vehWeaponFields[i].ofs) = trap_FX_RegisterEffect( value );
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#endif
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break;
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case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the index
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#ifndef _JK2MP
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*(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehWeaponFields[i].ofs) = G_EffectIndex( value );
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#elif CGAME
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#elif defined CGAME
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*(int *)(b+vehWeaponFields[i].ofs) = trap_FX_RegisterEffect( value );
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#endif
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break;
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@ -282,7 +282,7 @@ static qboolean BG_ParseVehWeaponParm( vehWeaponInfo_t *vehWeapon, char *parmNam
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case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the index
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#ifndef _JK2MP
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*(int *)(b+vehWeaponFields[i].ofs) = G_SoundIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehWeaponFields[i].ofs) = G_SoundIndex( value );
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#else
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*(int *)(b+vehWeaponFields[i].ofs) = trap_S_RegisterSound( value );
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@ -912,7 +912,7 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, char *parmName, cha
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case VF_MODEL_CLIENT: // (MP cgame only) take the string, get the G_ModelIndex
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#ifndef _JK2MP
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*(int *)(b+vehicleFields[i].ofs) = G_ModelIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehicleFields[i].ofs) = G_ModelIndex( value );
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#else
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*(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterModel( value );
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@ -921,23 +921,23 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, char *parmName, cha
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case VF_EFFECT: // take the string, get the G_EffectIndex
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#ifdef QAGAME
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*(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value );
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#elif CGAME
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#elif defined CGAME
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*(int *)(b+vehicleFields[i].ofs) = trap_FX_RegisterEffect( value );
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#endif
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break;
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case VF_EFFECT_CLIENT: // (MP cgame only) take the string, get the G_EffectIndex
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#ifndef _JK2MP
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*(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehicleFields[i].ofs) = G_EffectIndex( value );
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#elif CGAME
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#elif defined CGAME
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*(int *)(b+vehicleFields[i].ofs) = trap_FX_RegisterEffect( value );
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#endif
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break;
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case VF_SHADER: // (cgame only) take the string, call trap_R_RegisterShader
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#ifdef WE_ARE_IN_THE_UI
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*(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterShaderNoMip( value );
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#elif CGAME
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#elif defined CGAME
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*(int *)(b+vehicleFields[i].ofs) = trap_R_RegisterShader( value );
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#endif
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break;
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@ -956,7 +956,7 @@ static qboolean BG_ParseVehicleParm( vehicleInfo_t *vehicle, char *parmName, cha
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case VF_SOUND_CLIENT: // (MP cgame only) take the string, get the G_SoundIndex
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#ifndef _JK2MP
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*(int *)(b+vehicleFields[i].ofs) = G_SoundIndex( value );
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#elif QAGAME
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#elif defined QAGAME
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//*(int *)(b+vehicleFields[i].ofs) = G_SoundIndex( value );
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#else
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*(int *)(b+vehicleFields[i].ofs) = trap_S_RegisterSound( value );
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@ -1326,9 +1326,9 @@ int VEH_LoadVehicle( const char *vehicleName )
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{
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#ifndef _JK2MP
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G_EffectIndex( "ships/swoop_dust" );
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#elif QAGAME
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#elif defined QAGAME
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G_EffectIndex( "ships/swoop_dust" );
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#elif CGAME
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#elif defined CGAME
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trap_FX_RegisterEffect( "ships/swoop_dust" );
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#endif
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}
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@ -1337,7 +1337,7 @@ int VEH_LoadVehicle( const char *vehicleName )
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G_EffectIndex( "volumetric/black_smoke" );
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G_EffectIndex( "ships/fire" );
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G_SoundIndex( "sound/vehicles/common/release.wav" );
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#elif CGAME
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#elif defined CGAME
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trap_R_RegisterShader( "gfx/menus/radar/bracket" );
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trap_R_RegisterShader( "gfx/menus/radar/lead" );
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trap_R_RegisterShaderNoMip( "gfx/menus/radar/asteroid" );
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