quakeforge/libs/gamecode
Bill Currie 6e0907a6b1 Delay the "too many entities" check.
Rather than checking the raw edict count in the entities file against the
progs' max_edicts, check the allocated entity's number. This allows loading
of sophisticated maps (eg, digs04) that prune many of their entities.
2012-07-09 15:07:34 +09:00
..
Makefile.am Link QFgamecode directly into QFruamoko. 2012-02-13 15:05:31 +09:00
pr_builtins.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
pr_debug.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00
pr_edict.c Cache the max_edicts value in the progs struct. 2012-07-09 15:06:42 +09:00
pr_exec.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00
pr_load.c Cache the max_edicts value in the progs struct. 2012-07-09 15:06:42 +09:00
pr_opcode.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00
pr_parse.c Delay the "too many entities" check. 2012-07-09 15:07:34 +09:00
pr_resolve.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
pr_resource.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
pr_strings.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00
pr_zone.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00