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?
72 lines
1.2 KiB
Text
Executable file
72 lines
1.2 KiB
Text
Executable file
#pragma target fte
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#pragma progs_dat "../../valve/data.pk3dir/csprogs.dat"
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#define CSQC
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#define VALVE
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#includelist
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../builtins.h
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../defs.h
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../math.h
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../materials.h
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../events.h
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../entities.h
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valve/defs.h
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defs.h
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vgui.h
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util.c
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valve/init.c
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../gs-entbase/client.src
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sound.c
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text.c
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voice.c
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../shared/valve/animations.c
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../shared/valve/player.cpp
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player.c
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../shared/pmove.c
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predict.c
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../shared/decals.c
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../shared/effects.c
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../shared/spraylogo.cpp
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../shared/valve/items.h
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../shared/valve/crosshair.h
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../shared/valve/weapons.h
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../shared/valve/w_crowbar.c
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../shared/valve/w_glock.c
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../shared/valve/w_python.c
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../shared/valve/w_mp5.c
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../shared/valve/w_crossbow.c
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../shared/valve/w_shotgun.c
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../shared/valve/w_rpg.c
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../shared/valve/w_gauss.c
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../shared/valve/w_egon.c
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../shared/valve/w_hornetgun.c
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../shared/valve/w_handgrenade.c
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../shared/valve/w_tripmine.c
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../shared/valve/w_satchel.c
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../shared/valve/w_snark.c
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../shared/valve/weapons.c
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../shared/valve/weapon_common.c
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valve/player.c
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entities.c
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valve/cmds.c
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valve/game_event.c
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events.c
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valve/view.c
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view.c
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damage.c
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chat.c
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valve/hud.c
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valve/hud_weaponselect.c
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valve/scoreboard.c
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valve/input.c
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entry.c
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#endlist
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