nuclide/Source/server/scihunt
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
..
client.c Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
input.c Flashlight: Add the HUD indicator in the 'valve' base 2019-03-09 15:50:11 +01:00
monster_scientist.cpp Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
server.c scihunt: Added support for parsing SH_Data files, gave it its own game 2019-03-01 13:55:56 +01:00
shdata_parse.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