remove includes of qdefs.h and compat.h
pr_comp.h:
merge pr_comp.h from quake and qfcc, removing the copy in qfcc
cmdlib.[ch]:
nuke the endian code.
qendian.c:
initialise the LittleLong etc pointers at compile time rather than run
time
com.c (both nq and qw):
nuke the LittleLong etc init code
everything else:
fix up after the qtypes.h cleanup
new cvar: cl_max_particles. This cvar is archived, has no lower or
upper limits (well, less than 1 is not allowed) and can be changed in
game at any time.
BUGS:
Only one so far. I can't figure out why it's doing this, but in software
clients, (well, at least X11) if you set it to 1 particle, it acts like
you set it far higher. 2 acts like you set it to zero... Or maybe
it's showing 2 and I just can't see it on my 320x200 window. In any
case, the vagary must be something in the software particles code,
because I basically used the same code from the GL particles code for
this as I used for the software renderer.
If nobody can find fault with my code, I'll just make a special note in
the console help.
In any case, let me know of any problems.
Misty-chan
thinks:
o Full progs modularity
o CSQC should now be just a matter of creating the builtin functions and
loading the code.
o total independence from progs globals, functions and entity field layouts
on the conditoin that their definitions have not been stripped from the
progs file.
o optional (though currently forced on) type checking on access to progs
entity fields from C
o the progs engine is fully shared between nq and qw.
nq for abyss etc (ie, the magical -<mod> args).
The interface to the message subsystem got a revamp and all the mods to the .c
files reflect this. currently a little ugly, but I plan on abstracting msg
further to clean it up and make it more oo.