game-source/ParoxysmII/source/nq/progs.src
Jeff Teunissen 5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00

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//NOTE THIS CHANGE!
//in MacOS, '/' is a valid filename character and ':' is used for directory paths,
//So... I just compiled the progs.dat to the same directory as the source and moved
//it manually afterwards - this is EASY in MacOS but may not be in DOS/Win/LINUX so throw
//a '/' infront of 'progs.dat' if you feel neglected
progs.dat
defs.qc
//FrikBot
bot.qc
bot_way.qc
bot_pox.qc //Pox-specific bot routines
bot_ai.qc
bot_misc.qc
bot_phys.qc
bot_move.qc
kascam.qc //Auto Camera
poxmenu.qc //Dm setup Menu
ccam.qc //ChaseCam
subs.qc
//fight.qc
ai.qc
combat.qc
items.qc
sectrig.qc //v1.1 - Separated second trigger stuff
targid.qc //v1.1 - Target Identifier
weapons.qc
world.qc
flash.qc //Flashlight code (for DarkMode)
client.qc
player.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
old.qc //Old entity removal code (Monsters)
//hiprot.qc //Hipnotic's Rotate code - removed for now (won't compile with MacQCC)
specfx.qc //Misc. Special effects
sheilds.qc //Regen station code
wall.qc //Breakable object code
dynlight.qc //Dynamic Lighting code