Merge pull request #1 from jonathangray/initial_port
Initial port of Jedi Outcast back to gcc/unix
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CODE-mp/ALut.lib
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CODE-mp/ALut.lib
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@ -1,5 +0,0 @@
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SCC = This is a Source Code Control file
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[Splines.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/Splines", GAAAAAAA
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SCC = This is a Source Code Control file
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[botlib.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/botlib", ACAAAAAA
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@ -6,8 +6,8 @@
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/*
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Ghoul2 Insert Start
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*/
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#include "..\game\q_shared.h"
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#include "..\ghoul2\g2.h"
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#include "../game/q_shared.h"
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#include "../ghoul2/g2.h"
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/*
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Ghoul2 Insert end
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*/
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@ -4,7 +4,7 @@
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#include "cg_local.h"
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#include "fx_local.h"
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#include "..\ghoul2\g2.h"
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#include "../ghoul2/g2.h"
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#include "../ui/ui_shared.h"
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// for the voice chats
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@ -2,7 +2,7 @@
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//
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// cg_players.c -- handle the media and animation for player entities
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#include "cg_local.h"
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#include "..\ghoul2\g2.h"
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#include "../ghoul2/g2.h"
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extern stringID_table_t animTable [MAX_ANIMATIONS+1];
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@ -1,6 +1,6 @@
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#include "cg_local.h"
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#include "..\game\q_shared.h"
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#include "..\ghoul2\g2.h"
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#include "../game/q_shared.h"
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#include "../ghoul2/g2.h"
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//rww - The turret is heavily dependant on bone angles. We can't happily set that on the server, so it is done client-only.
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SCC = This is a Source Code Control file
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[JK2_cgame.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/cgame", UPCAAAAA
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#include "client.h"
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#include <windows.h>
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#include "..\smartheap\smrtheap.h"
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#include "../smartheap/smrtheap.h"
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#if !defined(__Q_SHARED_H)
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#include "../game/q_shared.h"
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#endif
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using namespace std;
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#if MEM_DEBUG
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#include "..\smartheap\heapagnt.h"
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#include "../smartheap/heapagnt.h"
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static const int maxStack=2048;
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static int TotalMem;
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#else // !EFFECTSED
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#if !defined(GHOUL2_SHARED_H_INC)
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// #include "..\game\ghoul2_shared.h" //for CGhoul2Info_v
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// #include "../game/ghoul2_shared.h" //for CGhoul2Info_v
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#endif
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#if !defined(G2_H_INC)
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#include "client.h"
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//#include "..\smartheap\smrtheap.h"
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//#include "../smartheap/smrtheap.h"
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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// console.c
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#include "client.h"
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#include "..\strings\con_text.h"
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#include "..\qcommon\strip.h"
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#include "../strings/con_text.h"
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#include "../qcommon/strip.h"
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#include "../qcommon/game_version.h"
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// cl_main.c -- client main loop
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#include "client.h"
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#include "..\qcommon\strip.h"
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#include "../qcommon/strip.h"
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#include <limits.h>
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#include "snd_local.h"
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#if !defined(G2_H_INC)
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#include "..\ghoul2\G2_local.h"
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#include "../ghoul2/G2_local.h"
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#endif
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#ifdef G2_COLLISION_ENABLED
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// cl_parse.c -- parse a message received from the server
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#include "client.h"
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#include "..\qcommon\strip.h"
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#include "../qcommon/strip.h"
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#include "../ghoul2/g2_local.h"
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#ifdef _DONETPROFILE_
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#include "../qcommon/INetProfile.h"
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#include "../mp3code/mp3struct.h"
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// Open AL Specific
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#include "openal\al.h"
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#include "openal\alc.h"
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#include "openal/al.h"
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#include "openal/alc.h"
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#include <objbase.h>
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#include "eax\eax.h"
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#include "eax\eaxman.h"
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#include "eax/eax.h"
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#include "eax/eaxman.h"
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// Added for Open AL to know when to mute all sounds (e.g when app. loses focus)
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void S_MuteAllSounds(bool bMute);
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "..\ghoul2\g2.h"
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#include "../ghoul2/g2.h"
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// g_client.c -- client functions that don't happen every frame
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SCC = This is a Source Code Control file
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[JK2_game.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/game", VPCAAAAA
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#include "g_local.h"
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#include "w_saber.h"
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#include "ai_main.h"
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#include "..\ghoul2\g2.h"
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#include "../ghoul2/g2.h"
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#define METROID_JUMP 1
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#include "bg_local.h" //Only because we use PM_SetAnim here once.
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#include "w_saber.h"
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#include "ai_main.h"
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#include "..\ghoul2\g2.h"
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#include "../ghoul2/g2.h"
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#define SABER_BOX_SIZE 16.0f
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SCC = This is a Source Code Control file
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[WinDed.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code", EAAAAAAA
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[jk2mp.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code", EAAAAAAA
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/*
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#if !defined(G_LOCAL_H_INC)
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#include "..\game\g_local.h"
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#include "../game/g_local.h"
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#endif
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*/
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/*
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#if !defined(G_LOCAL_H_INC)
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#include "..\game\g_local.h"
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#include "../game/g_local.h"
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#endif
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*/
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SCC = This is a Source Code Control file
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[renderer.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/renderer", YAAAAAAA
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// sv_rankings.c -- global rankings interface
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#include "server.h"
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#include "..\rankings\1.0\gr\grapi.h"
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#include "..\rankings\1.0\gr\grlog.h"
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#include "../rankings/1.0/gr/grapi.h"
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#include "../rankings/1.0/gr/grlog.h"
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typedef struct
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{
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SCC = This is a Source Code Control file
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[ui.dsp]
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SCC_Aux_Path = "\\ravend\vss_projects\jk2sof2MP"
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SCC_Project_Name = "$/General/code/ui", ZAAAAAAA
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