On Thu, Jun 3, 2010 at 4:37 AM, Ben Noordhuis wrote:
> Brandon, I'm still not sure why you want to do this inside the Q3A
> engine (the stuff that lives in server/*.c). The SDK code is a more
> logical place for it, e.g. game/g_active.c or game/g_client.c.
I am pretty sure he has the same problem
On Thu, Jun 3, 2010 at 4:29 AM, Ben Noordhuis wrote:
> On Thu, Jun 3, 2010 at 03:13, Brandon Tanner wrote:
>> I've thought about that recently, I would like to pitch in some
>> documentation for the ioquake3, has anyone decided on a format? I'm
>> particular to the javadoc-like style, but anythin
Brandon, I'm still not sure why you want to do this inside the Q3A
engine (the stuff that lives in server/*.c). The SDK code is a more
logical place for it, e.g. game/g_active.c or game/g_client.c.
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On Thu, Jun 3, 2010 at 03:13, Brandon Tanner wrote:
> I've thought about that recently, I would like to pitch in some
> documentation for the ioquake3, has anyone decided on a format? I'm
> particular to the javadoc-like style, but anything is better than
> nothing. If I run doxygen against the tr
On Mon, May 17, 2010 at 5:15 PM, Ludwig Nussel wrote:
> Michael Menegakis wrote:
>> Out of encyclopedic curiosity, why does it push a register twice? What
>> does it fix? Does it avoid a bug, or makes it faster? Does it apply to
>> all games?
>
> OP_BLOCK_COPY pushed an odd number of values causin