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>> No.4625630 [View]
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4625630

>>4625604
I've only poked around in the QuakeC source on rare occasions to figure out how various map hacks work/can be modified (having not a whole lot of practical coding experience myself), plus I have no idea how much of DP's various changes are even handled by QC and not at the actual engine level. I did find the pic related list of explicit gameplay-modifying cvars, though; unfortunately they're all disabled by default in current releases of DP (unlike earlier builds where some were enabled by default, like being able to gib knocked-down zombies). One or more could potentially be forced on ahead of time and use whatever entity's behavior is changed as part of the hack, but that would require having the map load as a separate mod to make use of quake.rc, and while not explicitly a no-no that's a bit obvious/too much for a map that doesn't actually require its own game directory (map packs that use new folders for ease of categorization notwithstanding).

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