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* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised. * Commit restores that behaviour behind a CVAR. # Conflicts: # source/core/gamecvars.cpp # source/core/gamecvars.h |
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blood | ||
build | ||
common | ||
core | ||
exhumed | ||
games/duke | ||
glbackend | ||
libsmackerdec | ||
platform | ||
sw | ||
thirdparty | ||
__autostart.cpp | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp | ||
zzautozend.cpp |