yquake2remaster/src/game
Daniel Gibson 7f27c549a8 It works again, ref_gl doesn't use any client symbols anymore
So in theory this should even work on Windows now.
2017-02-19 06:03:07 +01:00
..
header Change edict_s->show_hostile from qboolean to int and add casts 2016-12-18 09:11:58 +01:00
monster Revert 76e4017, it was a missmerge 2016-12-02 15:51:14 +01:00
player Rename teleport_time to last_sound time 2016-12-18 09:07:51 +01:00
savegame Make sure that strings are null terminated. 2016-12-17 11:47:43 +01:00
g_ai.c Make sure that a monsters enemy is still alive when deciding to attack. 2016-12-28 18:29:08 +01:00
g_chase.c Some minor cleanup/tuning/commenting 2013-04-14 18:46:08 +02:00
g_cmds.c One entity shooting another should work even if friendly fire is off 2014-11-30 17:58:18 +01:00
g_combat.c Whitespace fixes. 2012-04-30 08:25:59 +02:00
g_func.c Revert "Convert random() to randk() and crandom() to crandk()" 2012-06-14 12:12:57 +02:00
g_items.c Prevent a divion by zero 2012-06-04 09:13:29 +02:00
g_main.c It works again, ref_gl doesn't use any client symbols anymore 2017-02-19 06:03:07 +01:00
g_misc.c Make debris SOLID_NOT, fixes #154 2016-10-24 17:27:57 +02:00
g_monster.c Fix monsters blocking when not on ground entity 2016-10-31 11:51:07 +01:00
g_phys.c SV_Physics_Pusher: fix the 'memory corrupted' check 2015-08-24 17:43:22 +02:00
g_spawn.c Use strtod() instead of strof() to aid VS2005 2016-12-18 10:17:06 +01:00
g_svcmds.c Lets not do the last two commits just before 5.11 2013-05-18 18:59:39 +02:00
g_target.c replace most strncpy calls (several of them wrong) by Q_strlcpy calls 2013-05-11 14:44:36 +02:00
g_trigger.c Revert "Cleanup vector math" 2015-10-19 18:20:47 +02:00
g_turret.c Revert "Convert random() to randk() and crandom() to crandk()" 2012-06-14 12:12:57 +02:00
g_utils.c Convert rand(), crand() and frand() to randk(), crandk() and frandk() 2012-06-04 09:13:29 +02:00
g_weapon.c some sanity check commenting 2013-05-11 12:57:50 +02:00