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?
29 lines
407 B
C
29 lines
407 B
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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weapon_t w_null = {};
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weapon_t g_weapons[] = {
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w_null,
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w_crowbar,
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w_hammer,
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w_chainsaw,
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w_glock,
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w_python,
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w_mp5,
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w_shotgun,
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w_crossbow,
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w_cannon,
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w_rpg,
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w_gauss,
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w_egon,
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w_hornetgun,
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w_handgrenade,
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w_satchel,
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w_tripmine,
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w_snark
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};
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