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scoreboard stuff
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5dda4a3210
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1 changed files with 12 additions and 1 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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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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// Revision 1.66 2002/04/20 15:05:08 makro
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// Revision 1.66 2002/04/20 15:05:08 makro
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// More footstep sounds, a few other things
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// More footstep sounds, a few other things
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//
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//
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@ -312,7 +315,7 @@ typedef struct centity_s {
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qboolean currentValid; // true if cg.frame holds this entity
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qboolean currentValid; // true if cg.frame holds this entity
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int muzzleFlashTime; // move to playerEntity?
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int muzzleFlashTime; // move to playerEntity?
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int ejectBrassTime; // NiceAss: set if the weapon should eject a shell
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int ejectBrassTime; // NiceAss: set when the weapon should eject a shell
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int previousEvent;
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int previousEvent;
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int teleportFlag;
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int teleportFlag;
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@ -366,6 +369,7 @@ typedef enum {
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LE_FADE_RGB,
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LE_FADE_RGB,
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LE_SCALE_FADE,
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LE_SCALE_FADE,
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LE_SCOREPLUM,
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LE_SCOREPLUM,
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LE_PRESSURE_WATER,
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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LE_KAMIKAZE,
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LE_KAMIKAZE,
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LE_INVULIMPACT,
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LE_INVULIMPACT,
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@ -1007,6 +1011,7 @@ typedef struct {
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qhandle_t shotgunSmokePuffShader;
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qhandle_t shotgunSmokePuffShader;
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qhandle_t plasmaBallShader;
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qhandle_t plasmaBallShader;
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qhandle_t waterBubbleShader;
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qhandle_t waterBubbleShader;
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qhandle_t waterParticleShader;
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qhandle_t bloodTrailShader;
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qhandle_t bloodTrailShader;
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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qhandle_t nailPuffShader;
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qhandle_t nailPuffShader;
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@ -1306,6 +1311,7 @@ typedef struct {
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sfxHandle_t male_sounds[26];
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sfxHandle_t male_sounds[26];
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sfxHandle_t female_sounds[26];
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sfxHandle_t female_sounds[26];
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sfxHandle_t steamSound;
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sfxHandle_t male_1sound;
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sfxHandle_t male_1sound;
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sfxHandle_t male_2sound;
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sfxHandle_t male_2sound;
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sfxHandle_t male_3sound;
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sfxHandle_t male_3sound;
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@ -1881,6 +1887,8 @@ 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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qhandle_t hModel, qhandle_t shader, int msec,
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qboolean isSprite );
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qboolean isSprite );
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void CG_PressureWater( vec3_t origin, vec3_t dir );
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//
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//
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// cg_snapshot.c
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// cg_snapshot.c
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//
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//
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@ -2131,6 +2139,9 @@ void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y,
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void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
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void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
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void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
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void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
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void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
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void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
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void CG_ParticleWater (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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extern qboolean initparticles;
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extern qboolean initparticles;
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int CG_NewParticleArea ( int num );
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int CG_NewParticleArea ( int num );
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