Cleanup, removing unused cruft, moved menu into its own basedir.
This commit is contained in:
parent
95b60757e7
commit
a4c77d7a95
16 changed files with 5 additions and 468 deletions
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@ -1,5 +1,5 @@
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#pragma target fte
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#pragma progs_dat "../../freecs/menu.dat"
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#pragma progs_dat "../../fn/menu.dat"
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#define MENU
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@ -1,71 +0,0 @@
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/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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=================
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light
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Only thing this ent does, is allow the change of lightstyles.
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You can use custom patterns, too.
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=================
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*/
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void light( void ) {
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static void light_toggle( void ) {
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if ( self.health == TRUE ) {
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lightstyle( self.style, "a" );
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self.health = FALSE;
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} else {
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lightstyle( self.style, self.pattern );
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self.health = TRUE;
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}
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}
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if ( !self.pattern ) {
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self.pattern = getlightstyle( self.style );
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}
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if ( self.spawnflags & 1 ) {
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lightstyle( self.style, "a" );
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self.health = FALSE;
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} else {
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lightstyle( self.style, self.pattern );
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self.health = TRUE;
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}
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self.vUse = light_toggle;
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}
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/*
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=================
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light_environment
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This is just a dummy to prevent the engine from complaining.
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Don't get too excited.
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=================
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*/
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void light_environment( void ) {
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remove( self );
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}
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@ -1,280 +0,0 @@
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/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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// This is what they use...
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.string killtarget;
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.float wait;
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.float delay;
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.float dmg;
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/*
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=================
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trigger_multiple
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This entity triggers a specified target every time its area is entered by players, monsters or pushables.
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Attributes:
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Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
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Name (targetname) - Property used to identify entities.
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Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
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Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
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Kill target (killtarget) - Remove this entity from the game when triggered
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Target Path (netname)
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Sound style (sounds)
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Message (message)
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Delay before reset (wait) - Time in seconds before the entity is ready to be re-triggered.
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Flags:
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Monsters (1) - Allow monsters to activate this entity.
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No Clients (2) - Players cannot activate this entity.
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Pushables (4) - Allow pushable objects to activate this entity.
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=================
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*/
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void trigger_multiple( void ) {
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static void trigger_multiple_trigger( void ) {
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Entities_UseTargets();
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if ( self.killtarget ) {
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entity eFind = findchain( killtarget, self.target );
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entity eOld = self;
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while ( eFind ) {
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entity eRemoveMe = eFind;
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self = eRemoveMe;
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Entities_Remove();
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eFind = eFind.chain;
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}
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self = eOld;
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}
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}
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static void trigger_multiple_use( void ) {
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if ( self.delay ) {
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self.think = trigger_multiple_trigger;
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self.nextthink = self.ltime + self.delay;
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} else {
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trigger_multiple_trigger();
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}
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}
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static void trigger_multiple_touch( void ) {
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if ( self.fAttackFinished > self.ltime ) {
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return;
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}
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if ( other.classname == "player" ) {
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trigger_multiple_use();
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self.fAttackFinished = self.ltime + self.wait;
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}
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}
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self.angles = '0 0 0';
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self.solid = SOLID_TRIGGER;
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setmodel( self, self.model );
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self.model = 0;
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self.vUse = trigger_multiple_use;
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self.touch = trigger_multiple_touch;
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}
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/*
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=================
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trigger_camera
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=================
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*/
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void trigger_camera( void ) {
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static void trigger_camera_use( void ) {
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if ( self.target ) {
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entity eTarget = find( world, targetname, self.target );
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if ( eTarget ) {
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self.angles = vectoangles( eTarget.origin - self.origin );
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self.angles_x *= -1;
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}
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}
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Client_TriggerCamera( eActivator, self.origin, self.angles, self.wait );
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}
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self.vUse = trigger_camera_use;
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}
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/*
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=================
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trigger_hurt
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Brush that damages things, especially players
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=================
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*/
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#define SF_HURT_ONCE 1 // Turn off once it fired the first time
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#define SF_HURT_OFF 2 // Needs to be triggered in order to work again
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#define SF_HURT_NOPLAYERS 8 // Don't hurt players
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#define SF_HURT_FIREONPLAYER 16 // Only call UseTarget functions when it's a player
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#define SF_HURT_TOUCHPLAYER 32 // Only hurt players
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void trigger_hurt( void ) {
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static void trigger_hurt_use( void ) {
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if ( self.solid == SOLID_NOT ) {
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self.solid = SOLID_TRIGGER;
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} else {
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self.solid = SOLID_NOT;
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}
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}
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static void trigger_hurt_touch( void ) {
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if ( self.fAttackFinished > self.ltime ) {
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return;
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} else if ( other.takedamage == DAMAGE_NO ) {
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return;
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} else if ( ( self.spawnflags & SF_HURT_TOUCHPLAYER ) && !( other.flags & FL_CLIENT ) ) {
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return;
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} else if ( ( self.spawnflags & SF_HURT_NOPLAYERS ) && ( other.flags & FL_CLIENT ) ) {
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return;
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}
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if ( self.spawnflags & SF_HURT_FIREONPLAYER ) {
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if ( other.flags & FL_CLIENT ) {
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Entities_UseTargets();
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}
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} else {
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Entities_UseTargets();
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}
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Damage_Apply( other, self, self.dmg, other.origin, FALSE );
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// Shut it down if used once
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if ( self.spawnflags & SF_HURT_ONCE ) {
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self.solid = SOLID_NOT;
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}
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self.fAttackFinished = self.ltime + 0.5;
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}
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static void trigger_hurt_respawn( void ) {
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self.angles = '0 0 0';
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self.solid = SOLID_TRIGGER;
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setmodel( self, self.model );
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self.model = 0;
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if ( self.spawnflags & SF_HURT_OFF ) {
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self.solid = SOLID_NOT;
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}
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self.vUse = trigger_hurt_use;
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self.touch = trigger_hurt_touch;
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}
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trigger_hurt_respawn();
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Entities_InitRespawnable( trigger_hurt_respawn );
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}
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/*
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=================
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trigger_relay
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This entity acts as a relay between an event and its target.
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Its main advantage is that it can send a specific trigger state
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to its target (only turn it on, or only turn it off, as opposed
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to the toggling experienced with typical triggering).
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Attributes:
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Name (targetname)
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Target (target)
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Delay before trigger (delay)
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Trigger State (triggerstate) - Off (0), On (1), or Toggle (2)
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Flags:
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Remove On fire (1)
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=================
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*/
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void trigger_relay( void ) {
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}
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/*
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=================
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multi_manager
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This entity can activate several different events (including itself) at specific times.
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Attributes:
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Name (targetname) - Property used to identify entities.
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Flags:
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Multithreaded (1)
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Notes:
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There were better ways to do this, but someone thought it was viable to use custom, user defined fields
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which cannot normally be read by something like QC for targetnames. FTE allows us to read the fields
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via the __fullspawndata global at least.
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TODO: Try to find out what garbled mess __fullspawndata is trying to give us
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=================
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*/
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void multi_manager( void ) {
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static void multi_manager_enttrigger( void ) {
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Entities_UseTargets();
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remove( self );
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}
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static void multi_manager_use( void ) {
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int iFields = tokenize( self.message );
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for ( int i = 1; i < ( iFields - 1 ); i += 2 ) {
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// Sigh, let's attempt to sanitize this
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if ( ( argv( i ) != "classname" ) && ( argv( i ) != "origin" ) && ( argv( i ) != "targetname" ) ) {
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entity eTemp = spawn();
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eTemp.think = multi_manager_enttrigger;
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eTemp.nextthink = time + stof( argv( i + 1 ) );
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// sigh, because you obviously don't want to tokenize inside a tokenized loop
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if ( substring( argv( i ), strlen( argv( i ) ) - 3, 1 ) == "#" ) {
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eTemp.target = substring( argv( i ), 0, strlen( argv( i ) ) - 3 );
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} else if ( substring( argv( i ), strlen( argv( i ) ) - 2, 1 ) == "#" ) {
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eTemp.target = substring( argv( i ), 0, strlen( argv( i ) ) - 2 );
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} else {
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eTemp.target = argv( i );
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}
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}
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}
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}
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self.message = __fullspawndata;
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self.vUse = multi_manager_use;
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}
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/*
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=================
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multisource
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TODO: State crap
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=================
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*/
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void multisource( void ) {
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static void multisource_use( void ) {
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Entities_UseTargets();
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}
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self.vUse = multisource_use;
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}
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@ -8,9 +8,9 @@
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class light:CBaseTrigger
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{
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string m_strPattern;
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int m_iEnabled;
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float m_flStyle;
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string m_strPattern;
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void() light;
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virtual void() Trigger;
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@ -2,6 +2,8 @@ FTEMANIFEST 1
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game cstrike
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name "FreeCS"
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protocolname "FREECS"
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basegame logos
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basegame fn
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basegame valve
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basegame cstrike
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basegame *freecs
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BIN
freecs/menu.dat → fn/menu.dat
Executable file → Normal file
BIN
freecs/menu.dat → fn/menu.dat
Executable file → Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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vec3 light = texture2D(s_lightmap, lm_c).rgb;
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if (light.r > 1.0f) {
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light.r = 1.0f;
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}
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@ -1,54 +0,0 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
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# This file is distributed under the same license as the PACKAGE package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: PACKAGE VERSION\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2017-06-21 15:30+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"Language: \n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=CHARSET\n"
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"Content-Transfer-Encoding: 8bit\n"
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msgid "FREECS_QUITMSG"
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msgstr "Wollen sie das Spiel verlassen?"
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msgid "MP_MAPS"
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msgstr "Karten:"
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msgid "MP_GAME"
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msgstr "Name"
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msgid "MP_MAP"
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msgstr "Karte"
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msgid "MP_PLAYERS"
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msgstr "Spieler"
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msgid "MP_PING"
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msgstr "Ping"
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msgid "AUDIO_MASTER"
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msgstr "Lautstaerke:"
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msgid "VIDEO_RES"
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msgstr "Aufloesung:"
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msgid "PLAYER_CROSSCOLOR"
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msgstr "Fadenkreuz Farbe:"
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msgid "PLAYER_GUICOLOR"
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msgstr "UI Farbe:"
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msgid "PLAYER_HUDCOLOR"
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msgstr "Heads-Up-Display Farbe:"
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msgid "SERVER_NAME"
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msgstr "Servername:"
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@ -1,60 +0,0 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
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# This file is distributed under the same license as the PACKAGE package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: PACKAGE VERSION\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2017-06-21 15:30+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"Language: \n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=CHARSET\n"
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"Content-Transfer-Encoding: 8bit\n"
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msgid "FREECS_QUITMSG"
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msgstr "Are you sure you want to quit?"
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msgid "MP_MAPS"
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msgstr "Maps:"
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msgid "MP_GAME"
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msgstr "Game"
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msgid "MP_MAP"
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msgstr "Map"
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msgid "MP_PLAYERS"
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msgstr "Players"
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msgid "MP_PING"
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msgstr "Ping"
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msgid "AUDIO_MASTER"
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msgstr "Master Volume"
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msgid "VIDEO_RES"
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msgstr "Resolution:"
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msgid "VIDEO_RESTARTMSG"
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msgstr "Some settings will require you to REFRESH your renderer. Please do so with the option on the left. "
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msgid "PLAYER_NICK"
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msgstr "Nickname:"
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msgid "PLAYER_CROSSCOLOR"
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msgstr "Crosshair Color:"
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msgid "PLAYER_GUICOLOR"
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msgstr "UI Color:"
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msgid "PLAYER_HUDCOLOR"
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msgstr "Heads-Up-Display Color:"
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msgid "SERVER_NAME"
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msgstr "Hostname:"
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BIN
freecs/progs.dat
BIN
freecs/progs.dat
Binary file not shown.
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