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https://git.code.sf.net/p/quake/quakeforge
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and the ruamoko side of entity parsing :) currently disabled for now (just need to uncomment the line in Entity's +load) due to lack of filtering, but as a proof of concept, it works quite well, though I'm not at all happy about the handling of world.
This is an imperfect revision of history.
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3 changed files with 4 additions and 1 deletions
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@ -2,6 +2,7 @@
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#define __GameEntity_h
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#include "Entity.h"
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#include "entities.h"
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@extern .vector angles;
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@extern .float modelindex;
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@ -37,7 +37,7 @@ game_src= Axe.r GameEntity.r World.r tempent.r
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game_obj=$(addsuffix .qfo,$(basename $(game_src)))
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game.dat$(GZ): $(game_obj) ../lib/libr.a ../lib/libqw.a
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$(QFCC) $(QCFLAGS) -p $(STRIP) -o game.dat $(game_obj) ../lib/libqw.a ../lib/libr.a
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$(QFCC) $(QCFLAGS) -p $(STRIP) -o game.dat $(game_obj) ../lib/libr.a ../lib/libqw.a ../lib/libr.a
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$(GZIP)
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EXTRA_DIST= $(game_src) Axe.h GameEntity.h tempent.h Weapon.h World.h
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@ -130,6 +130,8 @@
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BUILTIN (setspawnparms, #78, void, entity e);
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BUILTIN (EntityParseFunction, #0, void, void (string ent_data) func);
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#ifndef __RUA_INTERNAL_IMPLEMENT
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};
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#endif // __RUA_INTERNAL_IMPLEMENT
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