Implement CG_R_LOADWORLD properly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6210 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 9 additions and 7 deletions
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@ -870,12 +870,14 @@ static qintptr_t CG_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, con
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}
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break;
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case CG_R_LOADWORLDMAP: //FTE can't distinguish. :/
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Con_DPrintf("CG_R_LOADWORLDMAP: not implemented\n");
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break; //So long as noone has one collision model with a different rendering one, we'll be fine
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case CG_R_LOADWORLDMAP:
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{ //rendering
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scenefuncs->NewMap(worldfuncs->LoadModel(VM_POINTER(arg[0]), MLV_SILENTSYNC));
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}
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break;
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case CG_CM_LOADMAP:
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{
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{ //collisions
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int i;
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char *mapname = VM_POINTER(arg[0]);
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ccs.worldmodel = ccs.model_precache[0] = worldfuncs->LoadModel(mapname, MLV_SILENTSYNC);
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@ -624,14 +624,14 @@ void CLQ3_ParseGameState(sizebuf_t *msg)
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return;
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}
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scenefuncs->NewMap(NULL);
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CG_Restart();
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UI_Restart_f();
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if (!ccs.worldmodel)
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plugfuncs->EndGame("CGame didn't set a map.\n");
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scenefuncs->NewMap (ccs.worldmodel);
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SCR_EndLoadingPlaque();
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ccs.state = ca_active;
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@ -3985,7 +3985,7 @@ void Surf_NewMap (model_t *worldmodel)
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//evil haxx
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r_dynamic.ival = r_dynamic.value;
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if (r_dynamic.ival > 0 && cl.worldmodel->fromgame == fg_quake3) //quake3 has no lightmaps, disable r_dynamic
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if (r_dynamic.ival > 0 && (!cl.worldmodel || cl.worldmodel->fromgame == fg_quake3)) //quake3 has no lightmaps, disable r_dynamic
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r_dynamic.ival = 0;
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memset (&r_worldentity, 0, sizeof(r_worldentity));
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