How does one properly handle the licensing of using (GPLv3) Wolf-ET
code in a standalone game (Turtle Arena) based on (GPLv2) ioquake3?
Currently I have all of the Wolf-ET code in an WOLFET ifdef. I could
change all of the source files to GPLv3, but I don't want to
discourage other q3 developers from reusing the code or make it
impossible to use the code in ioquake3.

The code I used is for pushable objects and atmospheric effects (snow
and rain). I will probably end up rewriting the pushable object code,
so if there is GPLv2 snow/rain code for quake3 out there I may be able
to avoid the issue...

Zack "ZTurtleMan" Middleton
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