nuclide/Source/client/valve.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 "../../valve/data.pk3dir/csprogs.dat"
#define CSQC
#define VALVE
#includelist
../builtins.h
../defs.h
../math.h
../materials.h
../events.h
../entities.h
valve/defs.h
defs.h
vgui.h
util.c
valve/init.c
../gs-entbase/client.src
sound.c
text.c
voice.c
../shared/valve/animations.c
../shared/valve/player.cpp
player.c
../shared/pmove.c
predict.c
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp
../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
../shared/valve/weapons.c
../shared/valve/weapon_common.c
valve/player.c
entities.c
valve/cmds.c
valve/game_event.c
events.c
valve/view.c
view.c
damage.c
chat.c
valve/hud.c
valve/hud_weaponselect.c
valve/scoreboard.c
valve/input.c
entry.c
#endlist