I apologise for the terseness of this answer, but I am still snowed
under at work (though things should be returning to normal soon):

* You don't need to decompile anything to recompile it -- all the source
code is available.

* This chapter in the dev manual explains where things are kept and why:
http://docs.agrip.org.uk/development/multi-page/start-getting.html
It doesn't mention that the address of our subversion repository is
http://www.agrip.org.uk/svn/ though.

* The ZQuake QC compiler does support some extensions (C
preprocessor-like #ifdef and #define directives) that we use to keep the
code clean.

* progs.dat is the old Quake gamecode.  We use QuakeWorld and the files
spprogs.dat and qwprogs.dat are what you need (one is for single-player
and one is for multi-player modes).

Please keep us up-to-date about the changes you'd like to make.  The
code is well commented and should help you work out which bits do what
but I've not been able to make a decent overview in the developer
documentation yet.

I would hate you to have to re-invent the wheel to do stuff as it will
just mean more refactoring work for me in the end, as has happened in
the past.

Best of luck in the meantime, anyway!

bye just now, best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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