We now handle Quake 2 BSP flow textures.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5619 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -6561,6 +6561,39 @@ void Shader_DefaultBSPQ2(parsestate_t *ps, const char *shortname, const void *ar
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char tmpbuffer[2048];
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char tmpbuffer[2048];
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Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
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Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
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}
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}
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else if (Shader_FloatArgument(ps->s, "FLOW"))
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{
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if (Shader_FloatArgument(ps->s, "ALPHA")) {
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Shader_DefaultScript(ps, shortname,
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"{\n"
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"{\n"
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"map $diffuse\n"
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"alphagen const $#ALPHA\n"
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"tcmod scroll -1 0\n"
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"blendfunc blend\n"
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"}\n"
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"}\n"
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);
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} else {
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Shader_DefaultScript(ps, shortname,
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"{\n"
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"{\n"
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"map $diffuse\n"
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"tcmod scroll -1 0\n"
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"}\n"
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"{\n"
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"map $lightmap\n"
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"if gl_overbright > 1\n"
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"blendfunc gl_dst_color gl_src_color\n"
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"else\n"
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"blendfunc gl_dst_color gl_zero\n"
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"endif\n"
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"depthfunc equal\n"
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"}\n"
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"}\n"
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);
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}
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}
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else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
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else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
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{
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{
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Shader_DefaultScript(ps, shortname,
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Shader_DefaultScript(ps, shortname,
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