Searched refs:BASE_COMPAT (Results 1 – 11 of 11) sorted by relevance
701 #ifdef BASE_COMPAT911 #ifdef BASE_COMPAT
1184 #ifdef BASE_COMPAT in NPC_BSGM_Attack()1211 #ifdef BASE_COMPAT in NPC_BSGM_Attack()
315 #ifndef BASE_COMPAT2443 #ifdef BASE_COMPAT
147 #ifdef BASE_COMPAT in P_WorldEffects()159 #ifdef BASE_COMPAT in P_WorldEffects()167 #ifdef BASE_COMPAT in P_WorldEffects()211 #ifdef BASE_COMPAT in P_WorldEffects()
160 #ifdef BASE_COMPAT
5433 #ifndef BASE_COMPAT in PM_Footsteps()5478 #ifndef BASE_COMPAT in PM_Footsteps()5484 #ifndef BASE_COMPAT // FIXME: this doesn't break base compatibility at all, remove #ifndef in PM_Footsteps()5540 #ifndef BASE_COMPAT in PM_Footsteps()5550 #ifndef BASE_COMPAT // fixme, doesn't break base compat if enabled (I tested this to be sure) in PM_Footsteps()5599 #ifndef BASE_COMPAT in PM_Footsteps()5613 #ifndef BASE_COMPAT in PM_Footsteps()
4923 #ifdef BASE_COMPAT in G_Damage()
47 #define BASE_COMPAT // some unused and leftover code has been stripped out, but this breaks compati… macro
1913 #ifdef BASE_COMPAT in CG_FireWeapon()
3344 #ifdef BASE_COMPAT in CG_EntityEvent()
4502 #ifdef BASE_COMPAT in CG_PlayerPowerups()