nuclide/Source/server/rewolf.src
Marco Hladik 75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00

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Executable file

#pragma target fte
#pragma progs_dat "../../rewolf/data.pk3dir/progs.dat"
#define QWSSQC
#define VALVE
#includelist
../builtins.h
../defs.h
valve/defs.h
../math.h
../materials.h
../events.h
../entities.h
defs.h
../gs-entbase/server.src
valve/monster_rat.cpp
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp
../shared/valve/player.cpp
valve/player.c
../shared/pmove.c
valve/spectator.c
../shared/valve/items.h
../shared/valve/crosshair.h
../shared/valve/weapons.h
../shared/valve/w_crowbar.c
../shared/valve/w_glock.c
../shared/valve/w_python.c
../shared/valve/w_mp5.c
../shared/valve/w_crossbow.c
../shared/valve/w_shotgun.c
../shared/valve/w_rpg.c
../shared/valve/w_gauss.c
../shared/valve/w_egon.c
../shared/valve/w_hornetgun.c
../shared/valve/w_handgrenade.c
../shared/valve/w_tripmine.c
../shared/valve/w_satchel.c
../shared/valve/w_snark.c
valve/items.cpp
valve/item_longjump.cpp
valve/item_suit.cpp
valve/item_healthkit.cpp
valve/ammo.cpp
../shared/valve/weapons.c
../shared/valve/weapon_common.c
spawn.c
valve/client.c
client.c
valve/server.c
server.c
valve/damage.c
traceattack.c
vox.c
footsteps.c
flashlight.c
valve/input.c
valve/spawn.c
entry.c
#endlist