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centerprint, pressure and matchmode stuff
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1 changed files with 8 additions and 2 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.68 2002/04/29 06:11:28 niceass
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// centerprint, pressure and matchmode stuff
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//
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// Revision 1.67 2002/04/23 06:08:24 niceass
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// scoreboard stuff
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//
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@ -369,7 +372,7 @@ typedef enum {
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LE_FADE_RGB,
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LE_SCALE_FADE,
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LE_SCOREPLUM,
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LE_PRESSURE_WATER,
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LE_PRESSURE,
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#ifdef MISSIONPACK
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LE_KAMIKAZE,
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LE_INVULIMPACT,
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@ -754,6 +757,7 @@ typedef struct {
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int centerPrintY;
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char centerPrint[1024];
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int centerPrintLines;
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int centerPrintMaxLen;
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// low ammo warning state
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int lowAmmoWarning; // 1 = low, 2 = empty
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@ -1614,6 +1618,8 @@ extern vmCvar_t cg_RQ3_team_round_going;
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extern vmCvar_t cg_RQ3_team1name;
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extern vmCvar_t cg_RQ3_team2name;
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//Slicer: matchmode team status cvars
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extern vmCvar_t cg_RQ3_RefID;
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extern vmCvar_t cg_RQ3_matchmode;
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extern vmCvar_t cg_RQ3_team1ready;
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extern vmCvar_t cg_RQ3_team2ready;
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@ -1887,7 +1893,7 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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qhandle_t hModel, qhandle_t shader, int msec,
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qboolean isSprite );
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void CG_PressureWater( vec3_t origin, vec3_t dir );
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void CG_Pressure( vec3_t origin, vec3_t dir, centity_t *cent );
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//
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// cg_snapshot.c
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