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requiring quake2 fields ain't such a good idea (but why are they in q1 progs?
oh well)
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1 changed files with 5 additions and 5 deletions
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@ -261,13 +261,13 @@ SV_LoadProgs (void)
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sv_fields.noise2 = PR_GetFieldOffset (&sv_pr_state, "noise2");
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sv_fields.noise3 = PR_GetFieldOffset (&sv_pr_state, "noise3");
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sv_fields.dmg = PR_GetFieldOffset (&sv_pr_state, "dmg");
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sv_fields.dmgtime = PR_GetFieldOffset (&sv_pr_state, "dmgtime");
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sv_fields.air_finished = PR_GetFieldOffset (&sv_pr_state, "air_finished");
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sv_fields.pain_finished = PR_GetFieldOffset (&sv_pr_state, "pain_finished");
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sv_fields.radsuit_finished = PR_GetFieldOffset (&sv_pr_state, "radsuit_finished");
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sv_fields.speed = PR_GetFieldOffset (&sv_pr_state, "speed");
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// Quake 2 fields?
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sv_fields.dmgtime = ED_GetFieldIndex (&sv_pr_state, "dmgtime");
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sv_fields.air_finished = ED_GetFieldIndex (&sv_pr_state, "air_finished");
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sv_fields.pain_finished = ED_GetFieldIndex (&sv_pr_state, "pain_finished");
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sv_fields.radsuit_finished = ED_GetFieldIndex (&sv_pr_state, "radsuit_finished");
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sv_fields.speed = ED_GetFieldIndex (&sv_pr_state, "speed");
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sv_fields.basevelocity = ED_GetFieldIndex (&sv_pr_state, "basevelocity");
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sv_fields.drawPercent = ED_GetFieldIndex (&sv_pr_state, "drawPercent");
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sv_fields.gravity = ED_GetFieldIndex (&sv_pr_state, "gravity");
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