shithub: qk1

Download patch

ref: 83d4cf3fd1a257df21468f5bb3b4329e5cf8a40f
parent: 06eb848b99587ef882c121a5a65d2082e3b88aeb
author: Konstantinn Bonnet <qu7uux@gmail.com>
date: Wed Jan 28 15:38:38 EST 2015

remove more #else, GLQUAKE, QUAKE2; gcc warnings

--- a/asm_i386.h
+++ b/asm_i386.h
@@ -3,7 +3,8 @@
 
 #ifdef ELF
 #define C(label) label
-#else
+#endif
+#ifndef ELF
 #define C(label) _##label
 #endif
 
--- a/cl_input.c
+++ b/cl_input.c
@@ -299,10 +299,6 @@
 		cmd->sidemove *= cl_movespeedkey.value;
 		cmd->upmove *= cl_movespeedkey.value;
 	}
-
-#ifdef QUAKE2
-	cmd->lightlevel = cl.light_level;
-#endif
 }
 
 
@@ -356,13 +352,6 @@
 
     MSG_WriteByte (&buf, in_impulse);
 	in_impulse = 0;
-
-#ifdef QUAKE2
-//
-// light level
-//
-	MSG_WriteByte (&buf, cmd->lightlevel);
-#endif
 
 //
 // deliver the message
--- a/cl_main.c
+++ b/cl_main.c
@@ -516,10 +516,6 @@
 
 		if (ent->effects & EF_BRIGHTFIELD)
 			R_EntityParticles (ent);
-#ifdef QUAKE2
-		if (ent->effects & EF_DARKFIELD)
-			R_DarkFieldParticles (ent);
-#endif
 		if (ent->effects & EF_MUZZLEFLASH)
 		{
 			vec3_t		fv, rv, uv;
@@ -549,23 +545,6 @@
 			dl->radius = 200 + (rand()&31);
 			dl->die = cl.time + 0.001;
 		}
-#ifdef QUAKE2
-		if (ent->effects & EF_DARKLIGHT)
-		{			
-			dl = CL_AllocDlight (i);
-			VectorCopy (ent->origin,  dl->origin);
-			dl->radius = 200.0 + (rand()&31);
-			dl->die = cl.time + 0.001;
-			dl->dark = true;
-		}
-		if (ent->effects & EF_LIGHT)
-		{			
-			dl = CL_AllocDlight (i);
-			VectorCopy (ent->origin,  dl->origin);
-			dl->radius = 200;
-			dl->die = cl.time + 0.001;
-		}
-#endif
 
 		if (ent->model->flags & EF_GIB)
 			R_RocketTrail (oldorg, ent->origin, 2);
@@ -593,10 +572,6 @@
 		if (i == cl.viewentity && !chase_active.value)
 			continue;
 
-#ifdef QUAKE2
-		if ( ent->effects & EF_NODRAW )
-			continue;
-#endif
 		if (cl_numvisedicts < MAX_VISEDICTS)
 		{
 			cl_visedicts[cl_numvisedicts] = ent;
--- a/cl_parse.c
+++ b/cl_parse.c
@@ -318,7 +318,6 @@
 	qboolean	forcelink;
 	entity_t	*ent;
 	int			num;
-	int			skin;
 
 	if (cls.signon == SIGNONS - 1)
 	{	// first update is the final signon stage
@@ -374,10 +373,6 @@
 		}
 		else
 			forcelink = true;	// hack to make null model players work
-#ifdef GLQUAKE
-		if (num > 0 && num <= cl.maxclients)
-			R_TranslatePlayerSkin (num - 1);
-#endif
 	}
 	
 	if (bits & U_FRAME)
@@ -398,24 +393,10 @@
 		ent->colormap = cl.scores[i-1].translations;
 	}
 
-#ifdef GLQUAKE
 	if (bits & U_SKIN)
-		skin = MSG_ReadByte();
-	else
-		skin = ent->baseline.skin;
-	if (skin != ent->skinnum) {
-		ent->skinnum = skin;
-		if (num > 0 && num <= cl.maxclients)
-			R_TranslatePlayerSkin (num - 1);
-	}
-
-#else
-
-	if (bits & U_SKIN)
 		ent->skinnum = MSG_ReadByte();
 	else
 		ent->skinnum = ent->baseline.skin;
-#endif
 
 	if (bits & U_EFFECTS)
 		ent->effects = MSG_ReadByte();
@@ -623,9 +604,6 @@
 	memcpy (dest, vid.colormap, sizeof(cl.scores[slot].translations));
 	top = cl.scores[slot].colors & 0xf0;
 	bottom = (cl.scores[slot].colors &15)<<4;
-#ifdef GLQUAKE
-	R_TranslatePlayerSkin (slot);
-#endif
 
 	for (i=0 ; i<VID_GRADES ; i++, dest += 256, source+=256)
 	{
--- a/cl_tent.c
+++ b/cl_tent.c
@@ -15,10 +15,6 @@
 sfx_t			*cl_sfx_ric2;
 sfx_t			*cl_sfx_ric3;
 sfx_t			*cl_sfx_r_exp3;
-#ifdef QUAKE2
-sfx_t			*cl_sfx_imp;
-sfx_t			*cl_sfx_rail;
-#endif
 
 /*
 =================
@@ -34,10 +30,6 @@
 	cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
 	cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
 	cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
-#ifdef QUAKE2
-	cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
-	cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
-#endif
 }
 
 /*
@@ -99,9 +91,6 @@
 {
 	int		type;
 	vec3_t	pos;
-#ifdef QUAKE2
-	vec3_t	endpos;
-#endif
 	dlight_t	*dl;
 	int		rnd;
 	int		colorStart, colorLength;
@@ -129,11 +118,7 @@
 		pos[0] = MSG_ReadCoord ();
 		pos[1] = MSG_ReadCoord ();
 		pos[2] = MSG_ReadCoord ();
-#ifdef GLTEST
-		Test_Spawn (pos);
-#else
 		R_RunParticleEffect (pos, vec3_origin, 0, 10);
-#endif
 		if ( rand() % 5 )
 			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
 		else
@@ -242,33 +227,6 @@
 		dl->decay = 300;
 		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
 		break;
-		
-#ifdef QUAKE2
-	case TE_IMPLOSION:
-		pos[0] = MSG_ReadCoord ();
-		pos[1] = MSG_ReadCoord ();
-		pos[2] = MSG_ReadCoord ();
-		S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
-		break;
-
-	case TE_RAILTRAIL:
-		pos[0] = MSG_ReadCoord ();
-		pos[1] = MSG_ReadCoord ();
-		pos[2] = MSG_ReadCoord ();
-		endpos[0] = MSG_ReadCoord ();
-		endpos[1] = MSG_ReadCoord ();
-		endpos[2] = MSG_ReadCoord ();
-		S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
-		S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
-		R_RocketTrail (pos, endpos, 0+128);
-		R_ParticleExplosion (endpos);
-		dl = CL_AllocDlight (-1);
-		VectorCopy (endpos, dl->origin);
-		dl->radius = 350;
-		dl->die = cl.time + 0.5;
-		dl->decay = 300;
-		break;
-#endif
 
 	default:
 		Sys_Error ("CL_ParseTEnt: bad type");
--- a/client.h
+++ b/client.h
@@ -6,9 +6,6 @@
 	float	forwardmove;
 	float	sidemove;
 	float	upmove;
-#ifdef QUAKE2
-	byte	lightlevel;
-#endif
 } usercmd_t;
 
 typedef struct
@@ -56,9 +53,6 @@
 	float	decay;				// drop this each second
 	float	minlight;			// don't add when contributing less
 	int		key;
-#ifdef QUAKE2
-	qboolean	dark;			// subtracts light instead of adding
-#endif
 } dlight_t;
 
 
@@ -205,12 +199,6 @@
 // frag scoreboard
 	scoreboard_t	*scores;		// [cl.maxclients]
 
-#ifdef QUAKE2
-// light level at player's position including dlights
-// this is sent back to the server each frame
-// architectually ugly but it works
-	int			light_level;
-#endif
 } client_state_t;
 
 
--- a/console.c
+++ b/console.c
@@ -478,9 +478,8 @@
 		
 // draw it
 	y = con_vislines-16;
-
 	for (i=0 ; i<con_linewidth ; i++)
-		Draw_Character ( (i+1)<<3, con_vislines - 16, text[i]);
+		Draw_Character ( (i+1)<<3, y, text[i]);
 
 // remove cursor
 	key_lines[edit_line][key_linepos] = 0;
--- a/d_edge.c
+++ b/d_edge.c
@@ -103,13 +103,10 @@
 */
 void D_CalcGradients (msurface_t *pface)
 {
-	mplane_t	*pplane;
 	float		mipscale;
 	vec3_t		p_temp1;
 	vec3_t		p_saxis, p_taxis;
 	float		t;
-
-	pplane = pface->plane;
 
 	mipscale = 1.0 / (float)(1 << miplevel);
 
--- a/draw.c
+++ b/draw.c
@@ -91,12 +91,9 @@
 */
 void Draw_Init (void)
 {
-	int		i;
-
 	draw_chars = W_GetLumpName ("conchars");
 	draw_disc = W_GetLumpName ("disc");
 	draw_backtile = W_GetLumpName ("backtile");
-
 	r_rectdesc.width = draw_backtile->width;
 	r_rectdesc.height = draw_backtile->height;
 	r_rectdesc.ptexbytes = draw_backtile->data;
--- a/host.c
+++ b/host.c
@@ -50,11 +50,7 @@
 cvar_t	samelevel = {"samelevel","0"};
 cvar_t	noexit = {"noexit","0",false,true};
 
-#ifdef QUAKE2
-cvar_t	developer = {"developer","1"};	// should be 0 for release!
-#else
 cvar_t	developer = {"developer","0"};
-#endif
 
 cvar_t	skill = {"skill","1"};						// 0 - 3
 cvar_t	deathmatch = {"deathmatch","0"};			// 0, 1, or 2
@@ -532,27 +528,8 @@
 
 ==================
 */
-#ifdef FPS_20
-
-void _Host_ServerFrame (void)
-{
-// run the world state	
-	pr_global_struct->frametime = host_frametime;
-
-// read client messages
-	SV_RunClients ();
-	
-// move things around and think
-// always pause in single player if in console or menus
-	if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
-		SV_Physics ();
-}
-
 void Host_ServerFrame (void)
 {
-	float	save_host_frametime;
-	float	temp_host_frametime;
-
 // run the world state	
 	pr_global_struct->frametime = host_frametime;
 
@@ -562,35 +539,6 @@
 // check for new clients
 	SV_CheckForNewClients ();
 
-	temp_host_frametime = save_host_frametime = host_frametime;
-	while(temp_host_frametime > (1.0/72.0))
-	{
-		if (temp_host_frametime > 0.05)
-			host_frametime = 0.05;
-		else
-			host_frametime = temp_host_frametime;
-		temp_host_frametime -= host_frametime;
-		_Host_ServerFrame ();
-	}
-	host_frametime = save_host_frametime;
-
-// send all messages to the clients
-	SV_SendClientMessages ();
-}
-
-#else
-
-void Host_ServerFrame (void)
-{
-// run the world state	
-	pr_global_struct->frametime = host_frametime;
-
-// set the time and clear the general datagram
-	SV_ClearDatagram ();
-	
-// check for new clients
-	SV_CheckForNewClients ();
-
 // read client messages
 	SV_RunClients ();
 	
@@ -603,7 +551,6 @@
 	SV_SendClientMessages ();
 }
 
-#endif
 
 
 /*
--- a/host_cmd.c
+++ b/host_cmd.c
@@ -261,11 +261,7 @@
 
 	svs.serverflags = 0;			// haven't completed an episode yet
 	strcpy (name, Cmd_Argv(1));
-#ifdef QUAKE2
-	SV_SpawnServer (name, NULL);
-#else
 	SV_SpawnServer (name);
-#endif
 	if (!sv.active)
 		return;
 	
@@ -292,36 +288,8 @@
 */
 void Host_Changelevel_f (void)
 {
-#ifdef QUAKE2
 	char	level[MAX_QPATH];
-	char	_startspot[MAX_QPATH];
-	char	*startspot;
 
-	if (Cmd_Argc() < 2)
-	{
-		Con_Printf ("changelevel <levelname> : continue game on a new level\n");
-		return;
-	}
-	if (!sv.active || cls.demoplayback)
-	{
-		Con_Printf ("Only the server may changelevel\n");
-		return;
-	}
-
-	strcpy (level, Cmd_Argv(1));
-	if (Cmd_Argc() == 2)
-		startspot = NULL;
-	else
-	{
-		strcpy (_startspot, Cmd_Argv(2));
-		startspot = _startspot;
-	}
-
-	SV_SaveSpawnparms ();
-	SV_SpawnServer (level, startspot);
-#else
-	char	level[MAX_QPATH];
-
 	if (Cmd_Argc() != 2)
 	{
 		Con_Printf ("changelevel <levelname> : continue game on a new level\n");
@@ -335,7 +303,6 @@
 	SV_SaveSpawnparms ();
 	strcpy (level, Cmd_Argv(1));
 	SV_SpawnServer (level);
-#endif
 }
 
 /*
@@ -348,9 +315,6 @@
 void Host_Restart_f (void)
 {
 	char	mapname[MAX_QPATH];
-#ifdef QUAKE2
-	char	startspot[MAX_QPATH];
-#endif
 
 	if (cls.demoplayback || !sv.active)
 		return;
@@ -359,12 +323,7 @@
 		return;
 	strcpy (mapname, sv.name);	// must copy out, because it gets cleared
 								// in sv_spawnserver
-#ifdef QUAKE2
-	strcpy(startspot, sv.startspot);
-	SV_SpawnServer (mapname, startspot);
-#else
 	SV_SpawnServer (mapname);
-#endif
 }
 
 /*
@@ -594,22 +553,12 @@
 	current_skill = (int)(tfloat + 0.1);
 	Cvar_SetValue ("skill", (float)current_skill);
 
-#ifdef QUAKE2
-	Cvar_SetValue ("deathmatch", 0);
-	Cvar_SetValue ("coop", 0);
-	Cvar_SetValue ("teamplay", 0);
-#endif
-
 	fscanf (f, "%s\n",mapname);
 	fscanf (f, "%f\n",&time);
 
 	CL_Disconnect_f ();
 	
-#ifdef QUAKE2
-	SV_SpawnServer (mapname, NULL);
-#else
 	SV_SpawnServer (mapname);
-#endif
 	if (!sv.active)
 	{
 		Con_Printf ("Couldn't load map\n");
@@ -688,200 +637,7 @@
 	}
 }
 
-#ifdef QUAKE2
-void SaveGamestate()
-{
-	char	name[256];
-	FILE	*f;
-	int		i;
-	char	comment[SAVEGAME_COMMENT_LENGTH+1];
-	edict_t	*ent;
 
-	sprintf (name, "%s/%s.gip", com_gamedir, sv.name);
-	
-	Con_Printf ("Saving game to %s...\n", name);
-	f = fopen (name, "w");
-	if (!f)
-	{
-		Con_Printf ("ERROR: couldn't open.\n");
-		return;
-	}
-	
-	fprintf (f, "%i\n", SAVEGAME_VERSION);
-	Host_SavegameComment (comment);
-	fprintf (f, "%s\n", comment);
-//	for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
-//		fprintf (f, "%f\n", svs.clients->spawn_parms[i]);
-	fprintf (f, "%f\n", skill.value);
-	fprintf (f, "%s\n", sv.name);
-	fprintf (f, "%f\n", sv.time);
-
-// write the light styles
-
-	for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
-	{
-		if (sv.lightstyles[i])
-			fprintf (f, "%s\n", sv.lightstyles[i]);
-		else
-			fprintf (f,"m\n");
-	}
-
-
-	for (i=svs.maxclients+1 ; i<sv.num_edicts ; i++)
-	{
-		ent = EDICT_NUM(i);
-		if ((int)ent->v.flags & FL_ARCHIVE_OVERRIDE)
-			continue;
-		fprintf (f, "%i\n",i);
-		ED_Write (f, ent);
-		fflush (f);
-	}
-	fclose (f);
-	Con_Printf ("done.\n");
-}
-
-int LoadGamestate(char *level, char *startspot)
-{
-	char	name[MAX_OSPATH];
-	FILE	*f;
-	char	mapname[MAX_QPATH];
-	float	time, sk;
-	char	str[32768], *start;
-	int		i, r;
-	edict_t	*ent;
-	int		entnum;
-	int		version;
-//	float	spawn_parms[NUM_SPAWN_PARMS];
-
-	sprintf (name, "%s/%s.gip", com_gamedir, level);
-	
-	Con_Printf ("Loading game from %s...\n", name);
-	f = fopen (name, "r");
-	if (!f)
-	{
-		Con_Printf ("ERROR: couldn't open.\n");
-		return -1;
-	}
-
-	fscanf (f, "%i\n", &version);
-	if (version != SAVEGAME_VERSION)
-	{
-		fclose (f);
-		Con_Printf ("Savegame is version %i, not %i\n", version, SAVEGAME_VERSION);
-		return -1;
-	}
-	fscanf (f, "%s\n", str);
-//	for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
-//		fscanf (f, "%f\n", &spawn_parms[i]);
-	fscanf (f, "%f\n", &sk);
-	Cvar_SetValue ("skill", sk);
-
-	fscanf (f, "%s\n",mapname);
-	fscanf (f, "%f\n",&time);
-
-	SV_SpawnServer (mapname, startspot);
-
-	if (!sv.active)
-	{
-		Con_Printf ("Couldn't load map\n");
-		return -1;
-	}
-
-// load the light styles
-	for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
-	{
-		fscanf (f, "%s\n", str);
-		sv.lightstyles[i] = Hunk_Alloc (strlen(str)+1);
-		strcpy (sv.lightstyles[i], str);
-	}
-
-// load the edicts out of the savegame file
-	while (!feof(f))
-	{
-		fscanf (f, "%i\n",&entnum);
-		for (i=0 ; i<sizeof(str)-1 ; i++)
-		{
-			r = fgetc (f);
-			if (r == EOF || !r)
-				break;
-			str[i] = r;
-			if (r == '}')
-			{
-				i++;
-				break;
-			}
-		}
-		if (i == sizeof(str)-1)
-			Sys_Error ("Loadgame buffer overflow");
-		str[i] = 0;
-		start = str;
-		start = COM_Parse(str);
-		if (!com_token[0])
-			break;		// end of file
-		if (strcmp(com_token,"{"))
-			Sys_Error ("First token isn't a brace");
-			
-		// parse an edict
-
-		ent = EDICT_NUM(entnum);
-		memset (&ent->v, 0, progs->entityfields * 4);
-		ent->free = false;
-		ED_ParseEdict (start, ent);
-	
-		// link it into the bsp tree
-		if (!ent->free)
-			SV_LinkEdict (ent, false);
-	}
-	
-//	sv.num_edicts = entnum;
-	sv.time = time;
-	fclose (f);
-
-//	for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
-//		svs.clients->spawn_parms[i] = spawn_parms[i];
-
-	return 0;
-}
-
-// changing levels within a unit
-void Host_Changelevel2_f (void)
-{
-	char	level[MAX_QPATH];
-	char	_startspot[MAX_QPATH];
-	char	*startspot;
-
-	if (Cmd_Argc() < 2)
-	{
-		Con_Printf ("changelevel2 <levelname> : continue game on a new level in the unit\n");
-		return;
-	}
-	if (!sv.active || cls.demoplayback)
-	{
-		Con_Printf ("Only the server may changelevel\n");
-		return;
-	}
-
-	strcpy (level, Cmd_Argv(1));
-	if (Cmd_Argc() == 2)
-		startspot = NULL;
-	else
-	{
-		strcpy (_startspot, Cmd_Argv(2));
-		startspot = _startspot;
-	}
-
-	SV_SaveSpawnparms ();
-
-	// save the current level's state
-	SaveGamestate ();
-
-	// try to restore the new level
-	if (LoadGamestate (level, startspot))
-		SV_SpawnServer (level, startspot);
-}
-#endif
-
-
 //============================================================================
 
 /*
@@ -1499,7 +1255,7 @@
 void Host_Give_f (void)
 {
 	char	*t;
-	int		v, w;
+	int		v;
 	eval_t	*val;
 
 	if (cmd_source == src_command)
@@ -1869,9 +1625,6 @@
 	Cmd_AddCommand ("map", Host_Map_f);
 	Cmd_AddCommand ("restart", Host_Restart_f);
 	Cmd_AddCommand ("changelevel", Host_Changelevel_f);
-#ifdef QUAKE2
-	Cmd_AddCommand ("changelevel2", Host_Changelevel2_f);
-#endif
 	Cmd_AddCommand ("connect", Host_Connect_f);
 	Cmd_AddCommand ("reconnect", Host_Reconnect_f);
 	Cmd_AddCommand ("name", Host_Name_f);
--- a/menu.c
+++ b/menu.c
@@ -1318,7 +1318,7 @@
 
 void M_Keys_Draw (void)
 {
-	int		i, l;
+	int		i;
 	int		keys[2];
 	char	*name;
 	int		x, y;
@@ -1338,8 +1338,6 @@
 		y = 48 + 8*i;
 
 		M_Print (16, y, bindnames[i][1]);
-
-		l = strlen (bindnames[i][0]);
 
 		M_FindKeysForCommand (bindnames[i][0], keys);
 
--- a/pr_cmds.c
+++ b/pr_cmds.c
@@ -617,36 +617,6 @@
 }
 
 
-#ifdef QUAKE2
-extern trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore);
-
-void PF_TraceToss (void)
-{
-	trace_t	trace;
-	edict_t	*ent;
-	edict_t	*ignore;
-
-	ent = G_EDICT(OFS_PARM0);
-	ignore = G_EDICT(OFS_PARM1);
-
-	trace = SV_Trace_Toss (ent, ignore);
-
-	pr_global_struct->trace_allsolid = trace.allsolid;
-	pr_global_struct->trace_startsolid = trace.startsolid;
-	pr_global_struct->trace_fraction = trace.fraction;
-	pr_global_struct->trace_inwater = trace.inwater;
-	pr_global_struct->trace_inopen = trace.inopen;
-	VectorCopy (trace.endpos, pr_global_struct->trace_endpos);
-	VectorCopy (trace.plane.normal, pr_global_struct->trace_plane_normal);
-	pr_global_struct->trace_plane_dist =  trace.plane.dist;	
-	if (trace.ent)
-		pr_global_struct->trace_ent = EDICT_TO_PROG(trace.ent);
-	else
-		pr_global_struct->trace_ent = EDICT_TO_PROG(sv.edicts);
-}
-#endif
-
-
 /*
 =================
 PF_checkpos
@@ -929,14 +899,6 @@
 	G_INT(OFS_RETURN) = pr_string_temp - pr_strings;
 }
 
-#ifdef QUAKE2
-void PF_etos (void)
-{
-	sprintf (pr_string_temp, "entity %i", G_EDICTNUM(OFS_PARM0));
-	G_INT(OFS_RETURN) = pr_string_temp - pr_strings;
-}
-#endif
-
 void PF_Spawn (void)
 {
 	edict_t	*ed;
@@ -955,17 +917,12 @@
 
 // entity (entity start, .string field, string match) find = #5;
 void PF_Find (void)
-#ifdef QUAKE2
 {
 	int		e;	
 	int		f;
 	char	*s, *t;
 	edict_t	*ed;
-	edict_t	*first;
-	edict_t	*second;
-	edict_t	*last;
 
-	first = second = last = (edict_t *)sv.edicts;
 	e = G_EDICTNUM(OFS_PARM0);
 	f = G_INT(OFS_PARM1);
 	s = G_STRING(OFS_PARM2);
@@ -982,50 +939,6 @@
 			continue;
 		if (!strcmp(t,s))
 		{
-			if (first == (edict_t *)sv.edicts)
-				first = ed;
-			else if (second == (edict_t *)sv.edicts)
-				second = ed;
-			ed->v.chain = EDICT_TO_PROG(last);
-			last = ed;
-		}
-	}
-
-	if (first != last)
-	{
-		if (last != second)
-			first->v.chain = last->v.chain;
-		else
-			first->v.chain = EDICT_TO_PROG(last);
-		last->v.chain = EDICT_TO_PROG((edict_t *)sv.edicts);
-		if (second && second != last)
-			second->v.chain = EDICT_TO_PROG(last);
-	}
-	RETURN_EDICT(first);
-}
-#else
-{
-	int		e;	
-	int		f;
-	char	*s, *t;
-	edict_t	*ed;
-
-	e = G_EDICTNUM(OFS_PARM0);
-	f = G_INT(OFS_PARM1);
-	s = G_STRING(OFS_PARM2);
-	if (!s)
-		PR_RunError ("PF_Find: bad search string");
-		
-	for (e++ ; e < sv.num_edicts ; e++)
-	{
-		ed = EDICT_NUM(e);
-		if (ed->free)
-			continue;
-		t = E_STRING(ed,f);
-		if (!t)
-			continue;
-		if (!strcmp(t,s))
-		{
 			RETURN_EDICT(ed);
 			return;
 		}
@@ -1033,7 +946,6 @@
 
 	RETURN_EDICT(sv.edicts);
 }
-#endif
 
 void PR_CheckEmptyString (char *s)
 {
@@ -1428,51 +1340,7 @@
 	ent->v.angles[1] = anglemod (current + move);
 }
 
-#ifdef QUAKE2
 /*
-==============
-PF_changepitch
-==============
-*/
-void PF_changepitch (void)
-{
-	edict_t		*ent;
-	float		ideal, current, move, speed;
-	
-	ent = G_EDICT(OFS_PARM0);
-	current = anglemod( ent->v.angles[0] );
-	ideal = ent->v.idealpitch;
-	speed = ent->v.pitch_speed;
-	
-	if (current == ideal)
-		return;
-	move = ideal - current;
-	if (ideal > current)
-	{
-		if (move >= 180)
-			move = move - 360;
-	}
-	else
-	{
-		if (move <= -180)
-			move = move + 360;
-	}
-	if (move > 0)
-	{
-		if (move > speed)
-			move = speed;
-	}
-	else
-	{
-		if (move < -speed)
-			move = -speed;
-	}
-	
-	ent->v.angles[0] = anglemod (current + move);
-}
-#endif
-
-/*
 ===============================================================================
 
 MESSAGE WRITING
@@ -1619,21 +1487,6 @@
 */
 void PF_changelevel (void)
 {
-#ifdef QUAKE2
-	char	*s1, *s2;
-
-	if (svs.changelevel_issued)
-		return;
-	svs.changelevel_issued = true;
-
-	s1 = G_STRING(OFS_PARM0);
-	s2 = G_STRING(OFS_PARM1);
-
-	if ((int)pr_global_struct->serverflags & (SFL_NEW_UNIT | SFL_NEW_EPISODE))
-		Cbuf_AddText (va("changelevel %s %s\n",s1, s2));
-	else
-		Cbuf_AddText (va("changelevel2 %s %s\n",s1, s2));
-#else
 	char	*s;
 
 // make sure we don't issue two changelevels
@@ -1643,166 +1496,8 @@
 	
 	s = G_STRING(OFS_PARM0);
 	Cbuf_AddText (va("changelevel %s\n",s));
-#endif
 }
 
-
-#ifdef QUAKE2
-
-#define	CONTENT_WATER	-3
-#define CONTENT_SLIME	-4
-#define CONTENT_LAVA	-5
-
-#define FL_IMMUNE_WATER	131072
-#define	FL_IMMUNE_SLIME	262144
-#define FL_IMMUNE_LAVA	524288
-
-#define	CHAN_VOICE	2
-#define	CHAN_BODY	4
-
-#define	ATTN_NORM	1
-
-void PF_WaterMove (void)
-{
-	edict_t		*self;
-	int			flags;
-	int			waterlevel;
-	int			watertype;
-	float		drownlevel;
-	float		damage = 0.0;
-
-	self = PROG_TO_EDICT(pr_global_struct->self);
-
-	if (self->v.movetype == MOVETYPE_NOCLIP)
-	{
-		self->v.air_finished = sv.time + 12;
-		G_FLOAT(OFS_RETURN) = damage;
-		return;
-	}
-
-	if (self->v.health < 0)
-	{
-		G_FLOAT(OFS_RETURN) = damage;
-		return;
-	}
-
-	if (self->v.deadflag == DEAD_NO)
-		drownlevel = 3;
-	else
-		drownlevel = 1;
-
-	flags = (int)self->v.flags;
-	waterlevel = (int)self->v.waterlevel;
-	watertype = (int)self->v.watertype;
-
-	if (!(flags & (FL_IMMUNE_WATER + FL_GODMODE)))
-		if (((flags & FL_SWIM) && (waterlevel < drownlevel)) || (waterlevel >= drownlevel))
-		{
-			if (self->v.air_finished < sv.time)
-				if (self->v.pain_finished < sv.time)
-				{
-					self->v.dmg = self->v.dmg + 2;
-					if (self->v.dmg > 15)
-						self->v.dmg = 10;
-//					T_Damage (self, world, world, self.dmg, 0, FALSE);
-					damage = self->v.dmg;
-					self->v.pain_finished = sv.time + 1.0;
-				}
-		}
-		else
-		{
-			if (self->v.air_finished < sv.time)
-//				sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
-				SV_StartSound (self, CHAN_VOICE, "player/gasp2.wav", 255, ATTN_NORM);
-			else if (self->v.air_finished < sv.time + 9)
-//				sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
-				SV_StartSound (self, CHAN_VOICE, "player/gasp1.wav", 255, ATTN_NORM);
-			self->v.air_finished = sv.time + 12.0;
-			self->v.dmg = 2;
-		}
-	
-	if (!waterlevel)
-	{
-		if (flags & FL_INWATER)
-		{	
-			// play leave water sound
-//			sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
-			SV_StartSound (self, CHAN_BODY, "misc/outwater.wav", 255, ATTN_NORM);
-			self->v.flags = (float)(flags &~FL_INWATER);
-		}
-		self->v.air_finished = sv.time + 12.0;
-		G_FLOAT(OFS_RETURN) = damage;
-		return;
-	}
-
-	if (watertype == CONTENT_LAVA)
-	{	// do damage
-		if (!(flags & (FL_IMMUNE_LAVA + FL_GODMODE)))
-			if (self->v.dmgtime < sv.time)
-			{
-				if (self->v.radsuit_finished < sv.time)
-					self->v.dmgtime = sv.time + 0.2;
-				else
-					self->v.dmgtime = sv.time + 1.0;
-//				T_Damage (self, world, world, 10*self.waterlevel, 0, TRUE);
-				damage = (float)(10*waterlevel);
-			}
-	}
-	else if (watertype == CONTENT_SLIME)
-	{	// do damage
-		if (!(flags & (FL_IMMUNE_SLIME + FL_GODMODE)))
-			if (self->v.dmgtime < sv.time && self->v.radsuit_finished < sv.time)
-			{
-				self->v.dmgtime = sv.time + 1.0;
-//				T_Damage (self, world, world, 4*self.waterlevel, 0, TRUE);
-				damage = (float)(4*waterlevel);
-			}
-	}
-	
-	if ( !(flags & FL_INWATER) )
-	{	
-
-// player enter water sound
-		if (watertype == CONTENT_LAVA)
-//			sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
-			SV_StartSound (self, CHAN_BODY, "player/inlava.wav", 255, ATTN_NORM);
-		if (watertype == CONTENT_WATER)
-//			sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
-			SV_StartSound (self, CHAN_BODY, "player/inh2o.wav", 255, ATTN_NORM);
-		if (watertype == CONTENT_SLIME)
-//			sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
-			SV_StartSound (self, CHAN_BODY, "player/slimbrn2.wav", 255, ATTN_NORM);
-
-		self->v.flags = (float)(flags | FL_INWATER);
-		self->v.dmgtime = 0;
-	}
-	
-	if (! (flags & FL_WATERJUMP) )
-	{
-//		self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
-		VectorMA (self->v.velocity, -0.8 * self->v.waterlevel * host_frametime, self->v.velocity, self->v.velocity);
-	}
-
-	G_FLOAT(OFS_RETURN) = damage;
-}
-
-
-void PF_sin (void)
-{
-	G_FLOAT(OFS_RETURN) = sin(G_FLOAT(OFS_PARM0));
-}
-
-void PF_cos (void)
-{
-	G_FLOAT(OFS_RETURN) = cos(G_FLOAT(OFS_PARM0));
-}
-
-void PF_sqrt (void)
-{
-	G_FLOAT(OFS_RETURN) = sqrt(G_FLOAT(OFS_PARM0));
-}
-#endif
-
 void PF_Fixme (void)
 {
 	PR_RunError ("unimplemented bulitin");
@@ -1874,15 +1569,6 @@
 PF_WriteString,
 PF_WriteEntity,
 
-#ifdef QUAKE2
-PF_sin,
-PF_cos,
-PF_sqrt,
-PF_changepitch,
-PF_TraceToss,
-PF_etos,
-PF_WaterMove,
-#else
 PF_Fixme,
 PF_Fixme,
 PF_Fixme,
@@ -1890,7 +1576,6 @@
 PF_Fixme,
 PF_Fixme,
 PF_Fixme,
-#endif
 
 SV_MoveToGoal,
 PF_precache_file,
--- a/pr_exec.c
+++ b/pr_exec.c
@@ -630,11 +630,7 @@
 		
 	case OP_STATE:
 		ed = PROG_TO_EDICT(pr_global_struct->self);
-#ifdef FPS_20
-		ed->v.nextthink = pr_global_struct->time + 0.05;
-#else
 		ed->v.nextthink = pr_global_struct->time + 0.1;
-#endif
 		if (a->_float != ed->v.frame)
 		{
 			ed->v.frame = a->_float;
--- a/progdefs.h
+++ b/progdefs.h
@@ -1,5 +1,1 @@
-#ifdef QUAKE2
-#include "progdefs.q2"
-#else
 #include "progdefs.q1"
-#endif
--- a/protocol.h
+++ b/protocol.h
@@ -141,8 +141,3 @@
 // PGM 01/21/97 
 #define TE_BEAM				13
 // PGM 01/21/97 
-
-#ifdef QUAKE2
-#define TE_IMPLOSION		14
-#define TE_RAILTRAIL		15
-#endif
--- a/quakedef.h
+++ b/quakedef.h
@@ -1,13 +1,8 @@
 // quakedef.h -- primary header for client
 
-//#define	GLTEST			// experimental stuff
-
 #define	QUAKE_GAME			// as opposed to utilities
 
 #define	VERSION				1.09
-#define	GLQUAKE_VERSION		1.00
-#define	D3DQUAKE_VERSION	0.01
-#define	WINQUAKE_VERSION	0.996
 #define	LINUX_VERSION		1.30
 #define	X11_VERSION			1.10
 
@@ -200,15 +195,8 @@
 #include "client.h"
 #include "progs.h"
 #include "server.h"
-
-#ifdef GLQUAKE
-#include "gl_model.h"
-#endif
-#ifndef GLQUAKE
 #include "model.h"
 #include "d_iface.h"
-#endif
-
 #include "input.h"
 #include "world.h"
 #include "keys.h"
@@ -217,10 +205,6 @@
 #include "menu.h"
 #include "crc.h"
 #include "cdaudio.h"
-
-#ifdef GLQUAKE
-#include "glquake.h"
-#endif
 
 //=============================================================================
 
--- a/r_local.h
+++ b/r_local.h
@@ -1,6 +1,5 @@
 // r_local.h -- private refresh defs
 
-#ifndef GLQUAKE
 #include "r_shared.h"
 
 #define ALIAS_BASE_SIZE_RATIO		(1.0 / 11.0)
@@ -293,5 +292,3 @@
 void R_ClipEdge (mvertex_t *pv0, mvertex_t *pv1, clipplane_t *clip);
 void R_SplitEntityOnNode2 (mnode_t *node);
 void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
-
-#endif
--- a/r_main.c
+++ b/r_main.c
@@ -645,10 +645,6 @@
 
 	r_viewlighting.plightvec = lightvec;
 
-#ifdef QUAKE2
-	cl.light_level = r_viewlighting.ambientlight;
-#endif
-
 	R_AliasDrawModel (&r_viewlighting);
 }
 
@@ -943,8 +939,9 @@
 	R_SetupFrame ();
 
 #ifdef PASSAGES
-SetVisibilityByPassages ();
-#else
+	SetVisibilityByPassages ();
+#endif
+#ifndef PASSAGES
 	R_MarkLeaves ();	// done here so we know if we're in water
 #endif
 
--- a/r_part.c
+++ b/r_part.c
@@ -46,49 +46,7 @@
 			Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
 }
 
-#ifdef QUAKE2
-void R_DarkFieldParticles (entity_t *ent)
-{
-	int			i, j, k;
-	particle_t	*p;
-	float		vel;
-	vec3_t		dir;
-	vec3_t		org;
 
-	org[0] = ent->origin[0];
-	org[1] = ent->origin[1];
-	org[2] = ent->origin[2];
-	for (i=-16 ; i<16 ; i+=8)
-		for (j=-16 ; j<16 ; j+=8)
-			for (k=0 ; k<32 ; k+=8)
-			{
-				if (!free_particles)
-					return;
-				p = free_particles;
-				free_particles = p->next;
-				p->next = active_particles;
-				active_particles = p;
-		
-				p->die = cl.time + 0.2 + (rand()&7) * 0.02;
-				p->color = 150 + rand()%6;
-				p->type = pt_slowgrav;
-				
-				dir[0] = j*8;
-				dir[1] = i*8;
-				dir[2] = k*8;
-	
-				p->org[0] = org[0] + i + (rand()&3);
-				p->org[1] = org[1] + j + (rand()&3);
-				p->org[2] = org[2] + k + (rand()&3);
-	
-				VectorNormalize (dir);						
-				vel = 50 + (rand()&63);
-				VectorScale (dir, vel, p->vel);
-			}
-}
-#endif
-
-
 /*
 ===============
 R_EntityParticles
@@ -638,24 +596,11 @@
 	float			dvel;
 	float			frametime;
 	
-#ifdef GLQUAKE
-	vec3_t			up, right;
-	float			scale;
-
-    GL_Bind(particletexture);
-	glEnable (GL_BLEND);
-	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-	glBegin (GL_TRIANGLES);
-
-	VectorScale (vup, 1.5, up);
-	VectorScale (vright, 1.5, right);
-#else
 	D_StartParticles ();
 
 	VectorScale (vright, xscaleshrink, r_pright);
 	VectorScale (vup, yscaleshrink, r_pup);
 	VectorCopy (vpn, r_ppn);
-#endif
 	frametime = cl.time - cl.oldtime;
 	time3 = frametime * 15;
 	time2 = frametime * 10; // 15;
@@ -691,24 +636,7 @@
 			break;
 		}
 
-#ifdef GLQUAKE
-		// hack a scale up to keep particles from disapearing
-		scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
-			+ (p->org[2] - r_origin[2])*vpn[2];
-		if (scale < 20)
-			scale = 1;
-		else
-			scale = 1 + scale * 0.004;
-		glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
-		glTexCoord2f (0,0);
-		glVertex3fv (p->org);
-		glTexCoord2f (1,0);
-		glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
-		glTexCoord2f (0,1);
-		glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
-#else
 		D_DrawParticle (p);
-#endif
 		p->org[0] += p->vel[0]*frametime;
 		p->org[1] += p->vel[1]*frametime;
 		p->org[2] += p->vel[2]*frametime;
@@ -761,10 +689,6 @@
 			break;
 
 		case pt_grav:
-#ifdef QUAKE2
-			p->vel[2] -= grav * 20;
-			break;
-#endif
 		case pt_slowgrav:
 			p->vel[2] -= grav;
 			break;
@@ -771,12 +695,6 @@
 		}
 	}
 
-#ifdef GLQUAKE
-	glEnd ();
-	glDisable (GL_BLEND);
-	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-#else
 	D_EndParticles ();
-#endif
 }
 
--- a/r_shared.h
+++ b/r_shared.h
@@ -1,4 +1,3 @@
-#ifndef GLQUAKE
 // r_shared.h: general refresh-related stuff shared between the refresh and the
 // driver
 
@@ -134,5 +133,3 @@
 } edge_t;
 
 #endif	// _R_SHARED_H_
-
-#endif	// GLQUAKE
--- a/r_surf.c
+++ b/r_surf.c
@@ -99,24 +99,7 @@
 				else
 					dist = td + (sd>>1);
 				if (dist < minlight)
-#ifdef QUAKE2
-				{
-					unsigned temp;
-					temp = (rad - dist)*256;
-					i = t*smax + s;
-					if (!cl_dlights[lnum].dark)
-						blocklights[i] += temp;
-					else
-					{
-						if (blocklights[i] > temp)
-							blocklights[i] -= temp;
-						else
-							blocklights[i] = 0;
-					}
-				}
-#else
 					blocklights[t*smax + s] += (rad - dist)*256;
-#endif
 			}
 		}
 	}
--- a/render.h
+++ b/render.h
@@ -110,10 +110,6 @@
 void R_ParseParticleEffect (void);
 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
 void R_RocketTrail (vec3_t start, vec3_t end, int type);
-
-#ifdef QUAKE2
-void R_DarkFieldParticles (entity_t *ent);
-#endif
 void R_EntityParticles (entity_t *ent);
 void R_BlobExplosion (vec3_t org);
 void R_ParticleExplosion (vec3_t org);
--- a/sbar.c
+++ b/sbar.c
@@ -1149,8 +1149,7 @@
 */
 void Sbar_MiniDeathmatchOverlay (void)
 {
-	qpic_t			*pic;
-	int				i, k, l;
+	int				i, k;
 	int				top, bottom;
 	int				x, y, f;
 	char			num[12];
@@ -1167,7 +1166,6 @@
 	Sbar_SortFrags ();
 
 // draw the text
-	l = scoreboardlines;
 	y = vid.height - sb_lines;
 	numlines = sb_lines/8;
 	if (numlines < 3)
--- a/server.h
+++ b/server.h
@@ -24,9 +24,6 @@
 	double		lastchecktime;
 	
 	char		name[64];			// map name
-#ifdef QUAKE2
-	char		startspot[64];
-#endif
 	char		modelname[64];		// maps/<name>.bsp, for model_precache[0]
 	struct model_s 	*worldmodel;
 	char		*model_precache[MAX_MODELS];	// NULL terminated
@@ -102,10 +99,6 @@
 #define	MOVETYPE_NOCLIP			8
 #define	MOVETYPE_FLYMISSILE		9		// extra size to monsters
 #define	MOVETYPE_BOUNCE			10
-#ifdef QUAKE2
-#define MOVETYPE_BOUNCEMISSILE	11		// bounce w/o gravity
-#define MOVETYPE_FOLLOW			12		// track movement of aiment
-#endif
 
 // edict->solid values
 #define	SOLID_NOT				0		// no interaction with other objects
@@ -138,10 +131,6 @@
 #define	FL_PARTIALGROUND		1024	// not all corners are valid
 #define	FL_WATERJUMP			2048	// player jumping out of water
 #define	FL_JUMPRELEASED			4096	// for jump debouncing
-#ifdef QUAKE2
-#define FL_FLASHLIGHT			8192
-#define FL_ARCHIVE_OVERRIDE		1048576
-#endif
 
 // entity effects
 
@@ -149,12 +138,6 @@
 #define	EF_MUZZLEFLASH 			2
 #define	EF_BRIGHTLIGHT 			4
 #define	EF_DIMLIGHT 			8
-#ifdef QUAKE2
-#define EF_DARKLIGHT			16
-#define EF_DARKFIELD			32
-#define EF_LIGHT				64
-#define EF_NODRAW				128
-#endif
 
 #define	SPAWNFLAG_NOT_EASY			256
 #define	SPAWNFLAG_NOT_MEDIUM		512
@@ -161,17 +144,6 @@
 #define	SPAWNFLAG_NOT_HARD			1024
 #define	SPAWNFLAG_NOT_DEATHMATCH	2048
 
-#ifdef QUAKE2
-// server flags
-#define	SFL_EPISODE_1		1
-#define	SFL_EPISODE_2		2
-#define	SFL_EPISODE_3		4
-#define	SFL_EPISODE_4		8
-#define	SFL_NEW_UNIT		16
-#define	SFL_NEW_EPISODE		32
-#define	SFL_CROSS_TRIGGERS	65280
-#endif
-
 //============================================================================
 
 extern	cvar_t	teamplay;
@@ -229,8 +201,4 @@
 void SV_CheckForNewClients (void);
 void SV_RunClients (void);
 void SV_SaveSpawnparms ();
-#ifdef QUAKE2
-void SV_SpawnServer (char *server, char *startspot);
-#else
 void SV_SpawnServer (char *server);
-#endif
--- a/sv_main.c
+++ b/sv_main.c
@@ -425,12 +425,6 @@
 	ent = NEXT_EDICT(sv.edicts);
 	for (e=1 ; e<sv.num_edicts ; e++, ent = NEXT_EDICT(ent))
 	{
-#ifdef QUAKE2
-		// don't send if flagged for NODRAW and there are no lighting effects
-		if (ent->v.effects == EF_NODRAW)
-			continue;
-#endif
-
 // ignore if not touching a PV leaf
 		if (ent != clent)	// clent is ALLWAYS sent
 		{
@@ -563,9 +557,7 @@
 	int		i;
 	edict_t	*other;
 	int		items;
-#ifndef QUAKE2
 	eval_t	*val;
-#endif
 
 //
 // send a damage message
@@ -607,9 +599,6 @@
 
 // stuff the sigil bits into the high bits of items for sbar, or else
 // mix in items2
-#ifdef QUAKE2
-	items = (int)ent->v.items | ((int)ent->v.items2 << 23);
-#else
 	val = GetEdictFieldValue(ent, "items2");
 
 	if (val)
@@ -616,7 +605,6 @@
 		items = (int)ent->v.items | ((int)val->_float << 23);
 	else
 		items = (int)ent->v.items | ((int)pr_global_struct->serverflags << 28);
-#endif
 
 	bits |= SU_ITEMS;
 	
@@ -980,11 +968,7 @@
 	NET_SendToAll (&msg, 5);
 	
 	if (cls.state != ca_dedicated)
-#ifdef QUAKE2
-		Cbuf_InsertText ("reconnect\n");
-#else
 		Cmd_ExecuteString ("reconnect\n", src_command);
-#endif
 }
 
 
@@ -1025,11 +1009,7 @@
 */
 extern float		scr_centertime_off;
 
-#ifdef QUAKE2
-void SV_SpawnServer (char *server, char *startspot)
-#else
 void SV_SpawnServer (char *server)
-#endif
 {
 	edict_t		*ent;
 	int			i;
@@ -1071,10 +1051,6 @@
 	memset (&sv, 0, sizeof(sv));
 
 	strcpy (sv.name, server);
-#ifdef QUAKE2
-	if (startspot)
-		strcpy(sv.startspot, startspot);
-#endif
 
 // load progs to get entity field count
 	PR_LoadProgs ();
@@ -1152,9 +1128,6 @@
 		pr_global_struct->deathmatch = deathmatch.value;
 
 	pr_global_struct->mapname = sv.name - pr_strings;
-#ifdef QUAKE2
-	pr_global_struct->startspot = sv.startspot - pr_strings;
-#endif
 
 // serverflags are for cross level information (sigils)
 	pr_global_struct->serverflags = svs.serverflags;
--- a/sv_move.c
+++ b/sv_move.c
@@ -377,9 +377,6 @@
 {
 	edict_t		*ent, *goal;
 	float		dist;
-#ifdef QUAKE2
-	edict_t		*enemy;
-#endif
 
 	ent = PROG_TO_EDICT(pr_global_struct->self);
 	goal = PROG_TO_EDICT(ent->v.goalentity);
@@ -392,12 +389,7 @@
 	}
 
 // if the next step hits the enemy, return immediately
-#ifdef QUAKE2
-	enemy = PROG_TO_EDICT(ent->v.enemy);
-	if (enemy != sv.edicts &&  SV_CloseEnough (ent, enemy, dist) )
-#else
 	if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts &&  SV_CloseEnough (ent, goal, dist) )
-#endif
 		return;
 
 // bump around...
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -26,10 +26,6 @@
 cvar_t	sv_maxvelocity = {"sv_maxvelocity","2000"};
 cvar_t	sv_nostep = {"sv_nostep","0"};
 
-#ifdef QUAKE2
-static	vec3_t	vec_origin = {0.0, 0.0, 0.0};
-#endif
-
 #define	MOVE_EPSILON	0.01
 
 void SV_Physics_Toss (edict_t *ent);
@@ -52,9 +48,6 @@
 			continue;
 		if (check->v.movetype == MOVETYPE_PUSH
 		|| check->v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
-		|| check->v.movetype == MOVETYPE_FOLLOW
-#endif
 		|| check->v.movetype == MOVETYPE_NOCLIP)
 			continue;
 
@@ -353,12 +346,6 @@
 {
 	float	ent_gravity;
 
-#ifdef QUAKE2
-	if (ent->v.gravity)
-		ent_gravity = ent->v.gravity;
-	else
-		ent_gravity = 1.0;
-#else
 	eval_t	*val;
 
 	val = GetEdictFieldValue(ent, "gravity");
@@ -366,7 +353,6 @@
 		ent_gravity = val->_float;
 	else
 		ent_gravity = 1.0;
-#endif
 	ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime;
 }
 
@@ -458,9 +444,6 @@
 			continue;
 		if (check->v.movetype == MOVETYPE_PUSH
 		|| check->v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
-		|| check->v.movetype == MOVETYPE_FOLLOW
-#endif
 		|| check->v.movetype == MOVETYPE_NOCLIP)
 			continue;
 
@@ -537,147 +520,8 @@
 	
 }
 
-#ifdef QUAKE2
 /*
-============
-SV_PushRotate
-
-============
-*/
-void SV_PushRotate (edict_t *pusher, float movetime)
-{
-	int			i, e;
-	edict_t		*check, *block;
-	vec3_t		move, a, amove;
-	vec3_t		entorig, pushorig;
-	int			num_moved;
-	edict_t		*moved_edict[MAX_EDICTS];
-	vec3_t		moved_from[MAX_EDICTS];
-	vec3_t		org, org2;
-	vec3_t		forward, right, up;
-
-	if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
-	{
-		pusher->v.ltime += movetime;
-		return;
-	}
-
-	for (i=0 ; i<3 ; i++)
-		amove[i] = pusher->v.avelocity[i] * movetime;
-
-	VectorSubtract (vec3_origin, amove, a);
-	AngleVectors (a, forward, right, up);
-
-	VectorCopy (pusher->v.angles, pushorig);
-	
-// move the pusher to it's final position
-
-	VectorAdd (pusher->v.angles, amove, pusher->v.angles);
-	pusher->v.ltime += movetime;
-	SV_LinkEdict (pusher, false);
-
-
-// see if any solid entities are inside the final position
-	num_moved = 0;
-	check = NEXT_EDICT(sv.edicts);
-	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
-	{
-		if (check->free)
-			continue;
-		if (check->v.movetype == MOVETYPE_PUSH
-		|| check->v.movetype == MOVETYPE_NONE
-		|| check->v.movetype == MOVETYPE_FOLLOW
-		|| check->v.movetype == MOVETYPE_NOCLIP)
-			continue;
-
-	// if the entity is standing on the pusher, it will definately be moved
-		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
-		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
-		{
-			if ( check->v.absmin[0] >= pusher->v.absmax[0]
-			|| check->v.absmin[1] >= pusher->v.absmax[1]
-			|| check->v.absmin[2] >= pusher->v.absmax[2]
-			|| check->v.absmax[0] <= pusher->v.absmin[0]
-			|| check->v.absmax[1] <= pusher->v.absmin[1]
-			|| check->v.absmax[2] <= pusher->v.absmin[2] )
-				continue;
-
-		// see if the ent's bbox is inside the pusher's final position
-			if (!SV_TestEntityPosition (check))
-				continue;
-		}
-
-	// remove the onground flag for non-players
-		if (check->v.movetype != MOVETYPE_WALK)
-			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-		
-		VectorCopy (check->v.origin, entorig);
-		VectorCopy (check->v.origin, moved_from[num_moved]);
-		moved_edict[num_moved] = check;
-		num_moved++;
-
-		// calculate destination position
-		VectorSubtract (check->v.origin, pusher->v.origin, org);
-		org2[0] = DotProduct (org, forward);
-		org2[1] = -DotProduct (org, right);
-		org2[2] = DotProduct (org, up);
-		VectorSubtract (org2, org, move);
-
-		// try moving the contacted entity 
-		pusher->v.solid = SOLID_NOT;
-		SV_PushEntity (check, move);
-		pusher->v.solid = SOLID_BSP;
-
-	// if it is still inside the pusher, block
-		block = SV_TestEntityPosition (check);
-		if (block)
-		{	// fail the move
-			if (check->v.mins[0] == check->v.maxs[0])
-				continue;
-			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
-			{	// corpse
-				check->v.mins[0] = check->v.mins[1] = 0;
-				VectorCopy (check->v.mins, check->v.maxs);
-				continue;
-			}
-			
-			VectorCopy (entorig, check->v.origin);
-			SV_LinkEdict (check, true);
-
-			VectorCopy (pushorig, pusher->v.angles);
-			SV_LinkEdict (pusher, false);
-			pusher->v.ltime -= movetime;
-
-			// if the pusher has a "blocked" function, call it
-			// otherwise, just stay in place until the obstacle is gone
-			if (pusher->v.blocked)
-			{
-				pr_global_struct->self = EDICT_TO_PROG(pusher);
-				pr_global_struct->other = EDICT_TO_PROG(check);
-				PR_ExecuteProgram (pusher->v.blocked);
-			}
-			
-		// move back any entities we already moved
-			for (i=0 ; i<num_moved ; i++)
-			{
-				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
-				VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
-				SV_LinkEdict (moved_edict[i], false);
-			}
-			return;
-		}
-		else
-		{
-			VectorAdd (check->v.angles, amove, check->v.angles);
-		}
-	}
-
-	
-}
-#endif
-
-/*
-================
+================
 SV_Physics_Pusher
 
 ================
@@ -701,14 +545,7 @@
 		movetime = host_frametime;
 
 	if (movetime)
-	{
-#ifdef QUAKE2
-		if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
-			SV_PushRotate (ent, movetime);
-		else
-#endif
-			SV_PushMove (ent, movetime);	// advances ent->v.ltime if not blocked
-	}
+		SV_PushMove (ent, movetime);	// advances ent->v.ltime if not blocked
 		
 	if (thinktime > oldltime && thinktime <= ent->v.ltime)
 	{
@@ -790,9 +627,6 @@
 {
 	vec3_t	point;
 	int		cont;
-#ifdef QUAKE2
-	int		truecont;
-#endif
 
 	point[0] = ent->v.origin[0];
 	point[1] = ent->v.origin[1];
@@ -803,9 +637,6 @@
 	cont = SV_PointContents (point);
 	if (cont <= CONTENTS_WATER)
 	{
-#ifdef QUAKE2
-		truecont = SV_TruePointContents (point);
-#endif
 		ent->v.watertype = cont;
 		ent->v.waterlevel = 1;
 		point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
@@ -818,22 +649,6 @@
 			if (cont <= CONTENTS_WATER)
 				ent->v.waterlevel = 3;
 		}
-#ifdef QUAKE2
-		if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN)
-		{
-			static vec3_t current_table[] =
-			{
-				{1, 0, 0},
-				{0, 1, 0},
-				{-1, 0, 0},
-				{0, -1, 0},
-				{0, 0, 1},
-				{0, 0, -1}
-			};
-
-			VectorMA (ent->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity);
-		}
-#endif
 	}
 	
 	return ent->v.waterlevel > 1;
@@ -1070,14 +885,7 @@
 		if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
 			SV_AddGravity (ent);
 		SV_CheckStuck (ent);
-#ifdef QUAKE2
-		VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
 		SV_WalkMove (ent);
-
-#ifdef QUAKE2
-		VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
 		break;
 		
 	case MOVETYPE_TOSS:
@@ -1126,25 +934,8 @@
 	SV_RunThink (ent);
 }
 
-#ifdef QUAKE2
 /*
 =============
-SV_Physics_Follow
-
-Entities that are "stuck" to another entity
-=============
-*/
-void SV_Physics_Follow (edict_t *ent)
-{
-// regular thinking
-	SV_RunThink (ent);
-	VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
-	SV_LinkEdict (ent, true);
-}
-#endif
-
-/*
-=============
 SV_Physics_Noclip
 
 A moving object that doesn't obey physics
@@ -1179,16 +970,7 @@
 void SV_CheckWaterTransition (edict_t *ent)
 {
 	int		cont;
-#ifdef QUAKE2
-	vec3_t	point;
-	
-	point[0] = ent->v.origin[0];
-	point[1] = ent->v.origin[1];
-	point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;	
-	cont = SV_PointContents (point);
-#else
 	cont = SV_PointContents (ent->v.origin);
-#endif
 	if (!ent->v.watertype)
 	{	// just spawned here
 		ent->v.watertype = cont;
@@ -1228,39 +1010,11 @@
 	trace_t	trace;
 	vec3_t	move;
 	float	backoff;
-#ifdef QUAKE2
-	edict_t	*groundentity;
 
-	groundentity = PROG_TO_EDICT(ent->v.groundentity);
-	if ((int)groundentity->v.flags & FL_CONVEYOR)
-		VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
-	else
-		VectorCopy(vec_origin, ent->v.basevelocity);
-	SV_CheckWater (ent);
-#endif
 	// regular thinking
 	if (!SV_RunThink (ent))
 		return;
 
-#ifdef QUAKE2
-	if (ent->v.velocity[2] > 0)
-		ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-
-	if ( ((int)ent->v.flags & FL_ONGROUND) )
-//@@
-		if (VectorCompare(ent->v.basevelocity, vec_origin))
-			return;
-
-	SV_CheckVelocity (ent);
-
-// add gravity
-	if (! ((int)ent->v.flags & FL_ONGROUND)
-		&& ent->v.movetype != MOVETYPE_FLY
-		&& ent->v.movetype != MOVETYPE_BOUNCEMISSILE
-		&& ent->v.movetype != MOVETYPE_FLYMISSILE)
-			SV_AddGravity (ent);
-
-#else
 // if onground, return without moving
 	if ( ((int)ent->v.flags & FL_ONGROUND) )
 		return;
@@ -1271,20 +1025,13 @@
 	if (ent->v.movetype != MOVETYPE_FLY
 	&& ent->v.movetype != MOVETYPE_FLYMISSILE)
 		SV_AddGravity (ent);
-#endif
 
 // move angles
 	VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
 
 // move origin
-#ifdef QUAKE2
-	VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
 	VectorScale (ent->v.velocity, host_frametime, move);
 	trace = SV_PushEntity (ent, move);
-#ifdef QUAKE2
-	VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-#endif
 	if (trace.fraction == 1)
 		return;
 	if (ent->free)
@@ -1292,10 +1039,6 @@
 	
 	if (ent->v.movetype == MOVETYPE_BOUNCE)
 		backoff = 1.5;
-#ifdef QUAKE2
-	else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
-		backoff = 2.0;
-#endif
 	else
 		backoff = 1;
 
@@ -1304,11 +1047,7 @@
 // stop if on ground
 	if (trace.plane.normal[2] > 0.7)
 	{		
-#ifdef QUAKE2
-		if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
-#else
 		if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
-#endif
 		{
 			ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
 			ent->v.groundentity = EDICT_TO_PROG(trace.ent);
@@ -1340,114 +1079,8 @@
 will fall if the floor is pulled out from under them.
 =============
 */
-#ifdef QUAKE2
 void SV_Physics_Step (edict_t *ent)
 {
-	qboolean	wasonground;
-	qboolean	inwater;
-	qboolean	hitsound = false;
-	float		*vel;
-	float		speed, newspeed, control;
-	float		friction;
-	edict_t		*groundentity;
-
-	groundentity = PROG_TO_EDICT(ent->v.groundentity);
-	if ((int)groundentity->v.flags & FL_CONVEYOR)
-		VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
-	else
-		VectorCopy(vec_origin, ent->v.basevelocity);
-//@@
-	pr_global_struct->time = sv.time;
-	pr_global_struct->self = EDICT_TO_PROG(ent);
-	PF_WaterMove();
-
-	SV_CheckVelocity (ent);
-
-	wasonground = (int)ent->v.flags & FL_ONGROUND;
-//	ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-
-	// add gravity except:
-	//   flying monsters
-	//   swimming monsters who are in the water
-	inwater = SV_CheckWater(ent);
-	if (! wasonground)
-		if (!((int)ent->v.flags & FL_FLY))
-			if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0)))
-			{
-				if (ent->v.velocity[2] < sv_gravity.value*-0.1)
-					hitsound = true;
-				if (!inwater)
-					SV_AddGravity (ent);
-			}
-
-	if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin))
-	{
-		ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-		// apply friction
-		// let dead monsters who aren't completely onground slide
-		if (wasonground)
-			if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent)))
-			{
-				vel = ent->v.velocity;
-				speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
-				if (speed)
-				{
-					friction = sv_friction.value;
-
-					control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
-					newspeed = speed - host_frametime*control*friction;
-
-					if (newspeed < 0)
-						newspeed = 0;
-					newspeed /= speed;
-
-					vel[0] = vel[0] * newspeed;
-					vel[1] = vel[1] * newspeed;
-				}
-			}
-
-		VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-		SV_FlyMove (ent, host_frametime, NULL);
-		VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
-
-		// determine if it's on solid ground at all
-		{
-			vec3_t	mins, maxs, point;
-			int		x, y;
-		
-			VectorAdd (ent->v.origin, ent->v.mins, mins);
-			VectorAdd (ent->v.origin, ent->v.maxs, maxs);
-
-			point[2] = mins[2] - 1;
-			for	(x=0 ; x<=1 ; x++)
-				for	(y=0 ; y<=1 ; y++)
-				{
-					point[0] = x ? maxs[0] : mins[0];
-					point[1] = y ? maxs[1] : mins[1];
-					if (SV_PointContents (point) == CONTENTS_SOLID)
-					{
-						ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
-						break;
-					}
-				}
-
-		}
-
-		SV_LinkEdict (ent, true);
-
-		if ((int)ent->v.flags & FL_ONGROUND)
-			if (!wasonground)
-				if (hitsound)
-					SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
-	}
-
-// regular thinking
-	SV_RunThink (ent);
-	SV_CheckWaterTransition (ent);
-}
-#else
-void SV_Physics_Step (edict_t *ent)
-{
 	qboolean	hitsound;
 
 // freefall if not onground
@@ -1475,7 +1108,6 @@
 	
 	SV_CheckWaterTransition (ent);
 }
-#endif
 
 //============================================================================
 
@@ -1518,10 +1150,6 @@
 			SV_Physics_Pusher (ent);
 		else if (ent->v.movetype == MOVETYPE_NONE)
 			SV_Physics_None (ent);
-#ifdef QUAKE2
-		else if (ent->v.movetype == MOVETYPE_FOLLOW)
-			SV_Physics_Follow (ent);
-#endif
 		else if (ent->v.movetype == MOVETYPE_NOCLIP)
 			SV_Physics_Noclip (ent);
 		else if (ent->v.movetype == MOVETYPE_STEP)
@@ -1528,9 +1156,6 @@
 			SV_Physics_Step (ent);
 		else if (ent->v.movetype == MOVETYPE_TOSS 
 		|| ent->v.movetype == MOVETYPE_BOUNCE
-#ifdef QUAKE2
-		|| ent->v.movetype == MOVETYPE_BOUNCEMISSILE
-#endif
 		|| ent->v.movetype == MOVETYPE_FLY
 		|| ent->v.movetype == MOVETYPE_FLYMISSILE)
 			SV_Physics_Toss (ent);
@@ -1543,56 +1168,3 @@
 
 	sv.time += host_frametime;
 }
-
-
-#ifdef QUAKE2
-trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
-{
-	edict_t	tempent, *tent;
-	trace_t	trace;
-	vec3_t	move;
-	vec3_t	end;
-	double	save_frametime;
-//	extern particle_t	*active_particles, *free_particles;
-//	particle_t	*p;
-
-
-	save_frametime = host_frametime;
-	host_frametime = 0.05;
-
-	memcpy(&tempent, ent, sizeof(edict_t));
-	tent = &tempent;
-
-	while (1)
-	{
-		SV_CheckVelocity (tent);
-		SV_AddGravity (tent);
-		VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
-		VectorScale (tent->v.velocity, host_frametime, move);
-		VectorAdd (tent->v.origin, move, end);
-		trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);	
-		VectorCopy (trace.endpos, tent->v.origin);
-
-//		p = free_particles;
-//		if (p)
-//		{
-//			free_particles = p->next;
-//			p->next = active_particles;
-//			active_particles = p;
-//		
-//			p->die = 256;
-//			p->color = 15;
-//			p->type = pt_static;
-//			VectorCopy (vec3_origin, p->vel);
-//			VectorCopy (tent->v.origin, p->org);
-//		}
-
-		if (trace.ent)
-			if (trace.ent != ignore)
-				break;
-	}
-//	p->color = 224;
-	host_frametime = save_frametime;
-	return trace;
-}
-#endif
--- a/sv_user.c
+++ b/sv_user.c
@@ -448,11 +448,6 @@
 	i = MSG_ReadByte ();
 	if (i)
 		host_client->edict->v.impulse = i;
-
-#ifdef QUAKE2
-// read light level
-	host_client->edict->v.light_level = MSG_ReadByte ();
-#endif
 }
 
 /*
--- a/sys_linux.c
+++ b/sys_linux.c
@@ -374,13 +374,7 @@
 	COM_InitArgv(c, v);
 	parms.argc = com_argc;
 	parms.argv = com_argv;
-
-#ifdef GLQUAKE
-	parms.memsize = 16*1024*1024;
-#endif
-#ifndef GLQUAKE
 	parms.memsize = 8*1024*1024;
-#endif
 
 	j = COM_CheckParm("-mem");
 	if (j)
--- a/view.c
+++ b/view.c
@@ -241,11 +241,6 @@
 
 byte		gammatable[256];	// palette is sent through this
 
-#ifdef	GLQUAKE
-byte		ramps[3][256];
-float		v_blend[4];		// rgba 0.0 - 1.0
-#endif	// GLQUAKE
-
 void BuildGammaTable (float g)
 {
 	int		i, inf;
@@ -456,55 +451,9 @@
 
 /*
 =============
-V_CalcBlend
-=============
-*/
-#ifdef	GLQUAKE
-void V_CalcBlend (void)
-{
-	float	r, g, b, a, a2;
-	int		j;
-
-	r = 0;
-	g = 0;
-	b = 0;
-	a = 0;
-
-	for (j=0 ; j<NUM_CSHIFTS ; j++)	
-	{
-		if (!gl_cshiftpercent.value)
-			continue;
-
-		a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
-
-//		a2 = cl.cshifts[j].percent/255.0;
-		if (!a2)
-			continue;
-		a = a + a2*(1-a);
-//Con_Printf ("j:%i a:%f\n", j, a);
-		a2 = a2/a;
-		r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
-		g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
-		b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
-	}
-
-	v_blend[0] = r/255.0;
-	v_blend[1] = g/255.0;
-	v_blend[2] = b/255.0;
-	v_blend[3] = a;
-	if (v_blend[3] > 1)
-		v_blend[3] = 1;
-	if (v_blend[3] < 0)
-		v_blend[3] = 0;
-}
-#endif
-
-/*
-=============
 V_UpdatePalette
 =============
 */
-#ifdef	GLQUAKE
 void V_UpdatePalette (void)
 {
 	int		i, j;
@@ -511,94 +460,6 @@
 	qboolean	new;
 	byte	*basepal, *newpal;
 	byte	pal[768];
-	float	r,g,b,a;
-	int		ir, ig, ib;
-	qboolean force;
-
-	V_CalcPowerupCshift ();
-	
-	new = false;
-	
-	for (i=0 ; i<NUM_CSHIFTS ; i++)
-	{
-		if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
-		{
-			new = true;
-			cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
-		}
-		for (j=0 ; j<3 ; j++)
-			if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
-			{
-				new = true;
-				cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
-			}
-	}
-	
-// drop the damage value
-	cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
-	if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
-		cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-// drop the bonus value
-	cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
-	if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
-		cl.cshifts[CSHIFT_BONUS].percent = 0;
-
-	force = V_CheckGamma ();
-	if (!new && !force)
-		return;
-
-	V_CalcBlend ();
-
-	a = v_blend[3];
-	r = 255*v_blend[0]*a;
-	g = 255*v_blend[1]*a;
-	b = 255*v_blend[2]*a;
-
-	a = 1-a;
-	for (i=0 ; i<256 ; i++)
-	{
-		ir = i*a + r;
-		ig = i*a + g;
-		ib = i*a + b;
-		if (ir > 255)
-			ir = 255;
-		if (ig > 255)
-			ig = 255;
-		if (ib > 255)
-			ib = 255;
-
-		ramps[0][i] = gammatable[ir];
-		ramps[1][i] = gammatable[ig];
-		ramps[2][i] = gammatable[ib];
-	}
-
-	basepal = host_basepal;
-	newpal = pal;
-	
-	for (i=0 ; i<256 ; i++)
-	{
-		ir = basepal[0];
-		ig = basepal[1];
-		ib = basepal[2];
-		basepal += 3;
-		
-		newpal[0] = ramps[0][ir];
-		newpal[1] = ramps[1][ig];
-		newpal[2] = ramps[2][ib];
-		newpal += 3;
-	}
-
-	VID_ShiftPalette (pal);	
-}
-#endif	/* GLQUAKE */
-#ifndef GLQUAKE
-void V_UpdatePalette (void)
-{
-	int		i, j;
-	qboolean	new;
-	byte	*basepal, *newpal;
-	byte	pal[768];
 	int		r,g,b;
 	qboolean force;
 
@@ -660,7 +521,6 @@
 
 	VID_ShiftPalette (pal);	
 }
-#endif	/* ! GLQUAKE */
 
 
 /* 
@@ -1035,12 +895,9 @@
 		R_RenderView ();
 	}
 
-#ifndef GLQUAKE
 	if (crosshair.value)
 		Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx.value, 
 			scr_vrect.y + scr_vrect.height/2 + cl_crossy.value, '+');
-#endif
-		
 }
 
 //============================================================================
--- a/world.c
+++ b/world.c
@@ -366,37 +366,9 @@
 		return;
 
 // set the abs box
+	VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);	
+	VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
 
-#ifdef QUAKE2
-	if (ent->v.solid == SOLID_BSP && 
-	(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
-	{	// expand for rotation
-		float		max, v;
-		int			i;
-
-		max = 0;
-		for (i=0 ; i<3 ; i++)
-		{
-			v =fabs( ent->v.mins[i]);
-			if (v > max)
-				max = v;
-			v =fabs( ent->v.maxs[i]);
-			if (v > max)
-				max = v;
-		}
-		for (i=0 ; i<3 ; i++)
-		{
-			ent->v.absmin[i] = ent->v.origin[i] - max;
-			ent->v.absmax[i] = ent->v.origin[i] + max;
-		}
-	}
-	else
-#endif
-	{
-		VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);	
-		VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
-	}
-
 //
 // to make items easier to pick up and allow them to be grabbed off
 // of shelves, the abs sizes are expanded
@@ -722,58 +694,8 @@
 	VectorSubtract (start, offset, start_l);
 	VectorSubtract (end, offset, end_l);
 
-#ifdef QUAKE2
-	// rotate start and end into the models frame of reference
-	if (ent->v.solid == SOLID_BSP && 
-	(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
-	{
-		vec3_t	a;
-		vec3_t	forward, right, up;
-		vec3_t	temp;
-
-		AngleVectors (ent->v.angles, forward, right, up);
-
-		VectorCopy (start_l, temp);
-		start_l[0] = DotProduct (temp, forward);
-		start_l[1] = -DotProduct (temp, right);
-		start_l[2] = DotProduct (temp, up);
-
-		VectorCopy (end_l, temp);
-		end_l[0] = DotProduct (temp, forward);
-		end_l[1] = -DotProduct (temp, right);
-		end_l[2] = DotProduct (temp, up);
-	}
-#endif
-
 // trace a line through the apropriate clipping hull
 	SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
-
-#ifdef QUAKE2
-	// rotate endpos back to world frame of reference
-	if (ent->v.solid == SOLID_BSP && 
-	(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
-	{
-		vec3_t	a;
-		vec3_t	forward, right, up;
-		vec3_t	temp;
-
-		if (trace.fraction != 1)
-		{
-			VectorSubtract (vec3_origin, ent->v.angles, a);
-			AngleVectors (a, forward, right, up);
-
-			VectorCopy (trace.endpos, temp);
-			trace.endpos[0] = DotProduct (temp, forward);
-			trace.endpos[1] = -DotProduct (temp, right);
-			trace.endpos[2] = DotProduct (temp, up);
-
-			VectorCopy (trace.plane.normal, temp);
-			trace.plane.normal[0] = DotProduct (temp, forward);
-			trace.plane.normal[1] = -DotProduct (temp, right);
-			trace.plane.normal[2] = DotProduct (temp, up);
-		}
-	}
-#endif
 
 // fix trace up by the offset
 	if (trace.fraction != 1)