nuclide/Source/shared
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
..
cstrike Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
scihunt Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
valve Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
decals.c Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
decals.h Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
effects.c Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
pmove.c Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
spraylogo.cpp Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00