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Searched refs:BASE_COMPAT (Results 1 – 11 of 11) sorted by relevance

/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A Dbg_public.h701 #ifdef BASE_COMPAT
911 #ifdef BASE_COMPAT
H A DNPC_AI_GalakMech.c1184 #ifdef BASE_COMPAT in NPC_BSGM_Attack()
1211 #ifdef BASE_COMPAT in NPC_BSGM_Attack()
H A Dbg_misc.c315 #ifndef BASE_COMPAT
2443 #ifdef BASE_COMPAT
H A Dg_active.c147 #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()
H A Dbg_saga.c160 #ifdef BASE_COMPAT
H A Dbg_pmove.c5433 #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()
H A Dg_combat.c4923 #ifdef BASE_COMPAT in G_Damage()
/dports/games/openjk/OpenJK-07675e2/codemp/qcommon/
H A Dq_shared.h47 #define BASE_COMPAT // some unused and leftover code has been stripped out, but this breaks compati… macro
/dports/games/openjk/OpenJK-07675e2/codemp/cgame/
H A Dcg_weapons.c1913 #ifdef BASE_COMPAT in CG_FireWeapon()
H A Dcg_event.c3344 #ifdef BASE_COMPAT in CG_EntityEvent()
H A Dcg_players.c4502 #ifdef BASE_COMPAT in CG_PlayerPowerups()