1
0
Fork 0
forked from fte/fteqw
fteqw/engine/client/wad.c
Spoike 6d36834f8e Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00

847 lines
18 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// wad.c
#include "quakedef.h"
int wad_numlumps;
lumpinfo_t *wad_lumps;
qbyte *wad_base;
void SwapPic (qpic_t *pic);
/*
==================
W_CleanupName
Lowercases name and pads with spaces and a terminating 0 to the length of
lumpinfo_t->name.
Used so lumpname lookups can proceed rapidly by comparing 4 chars at a time
Space padding is so names can be printed nicely in tables.
Can safely be performed in place.
==================
*/
void W_CleanupName (const char *in, char *out)
{
int i;
int c;
for (i=0 ; i<16 ; i++ )
{
c = in[i];
if (!c)
break;
if (c >= 'A' && c <= 'Z')
c += ('a' - 'A');
if (c == '*') //not a valid filesystem char
c = '#';
out[i] = c;
}
for ( ; i< 16 ; i++ )
out[i] = 0;
}
void W_Shutdown (void)
{
if (wad_base)
Z_Free(wad_base);
wad_base = NULL;
}
/*
====================
W_LoadWadFile
====================
*/
void W_LoadWadFile (char *filename)
{
lumpinfo_t *lump_p;
wadinfo_t *header;
unsigned i;
int infotableofs;
if (wad_base)
Z_Free(wad_base);
wad_base = COM_LoadFile (filename, 0, NULL);
if (!wad_base)
{
wad_numlumps = 0;
Con_DPrintf ("W_LoadWadFile: couldn't load %s\n", filename);
return;
}
header = (wadinfo_t *)wad_base;
if (header->identification[0] != 'W'
|| header->identification[1] != 'A'
|| header->identification[2] != 'D'
|| header->identification[3] != '2')
{
Con_Printf ("W_LoadWadFile: Wad file %s doesn't have WAD2 id\n",filename);
wad_numlumps = 0;
Z_Free(wad_base);
wad_base = NULL;
return;
}
wad_numlumps = LittleLong(header->numlumps);
infotableofs = LittleLong(header->infotableofs);
wad_lumps = (lumpinfo_t *)(wad_base + infotableofs);
for (i=0, lump_p = wad_lumps ; i<wad_numlumps ; i++,lump_p++)
{
lump_p->filepos = LittleLong(lump_p->filepos);
lump_p->size = LittleLong(lump_p->size);
W_CleanupName (lump_p->name, lump_p->name);
if (lump_p->type == TYP_QPIC)
SwapPic ( (qpic_t *)(wad_base + lump_p->filepos));
}
}
/*
=============
W_GetLumpinfo
=============
*/
lumpinfo_t *W_GetLumpinfo (char *name)
{
int i;
lumpinfo_t *lump_p;
char clean[16];
W_CleanupName (name, clean);
for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
{
if (!strcmp(clean, lump_p->name))
return lump_p;
}
Sys_Error ("W_GetLumpinfo: %s not found", name);
return NULL;
}
void *W_SafeGetLumpName (const char *name)
{
int i;
lumpinfo_t *lump_p;
char clean[16];
W_CleanupName (name, clean);
for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
{
if (!strcmp(clean, lump_p->name))
return (void *)(wad_base+lump_p->filepos);
}
return NULL;
}
void *W_GetLumpName (char *name)
{
lumpinfo_t *lump;
lump = W_GetLumpinfo (name);
return (void *)(wad_base + lump->filepos);
}
void *W_GetLumpNum (int num)
{
lumpinfo_t *lump;
if (num < 0 || num >= wad_numlumps)
Sys_Error ("W_GetLumpNum: bad number: %i", num);
lump = wad_lumps + num;
return (void *)(wad_base + lump->filepos);
}
/*
=============================================================================
automatic qbyte swapping
=============================================================================
*/
void SwapPic (qpic_t *pic)
{
pic->width = LittleLong(pic->width);
pic->height = LittleLong(pic->height);
}
// based on original code by LordHavoc
//FIXME: convert to linked list. is hunk possible?
//hash tables?
#define TEXWAD_MAXIMAGES 16384
typedef struct
{
char name[16];
vfsfile_t *file;
int position;
int size;
} texwadlump_t;
int numwadtextures;
static texwadlump_t texwadlump[TEXWAD_MAXIMAGES];
typedef struct wadfile_s {
vfsfile_t *file;
struct wadfile_s *next;
char name[1];
} wadfile_t;
wadfile_t *openwadfiles;
void Wads_Flush (void)
{
wadfile_t *wf;
while(openwadfiles)
{
VFS_CLOSE(openwadfiles->file);
wf = openwadfiles->next;
Z_Free(openwadfiles);
openwadfiles = wf;
}
numwadtextures=0;
}
/*
====================
W_LoadTextureWadFile
====================
*/
void W_LoadTextureWadFile (char *filename, int complain)
{
lumpinfo_t *lumps, *lump_p;
wadinfo_t header;
int i, j;
int infotableofs;
vfsfile_t *file;
int numlumps;
wadfile_t *wf = openwadfiles;
while(wf)
{
if (!strcmp(wf->name, filename)) //already loaded
return;
wf = wf->next;
}
file = FS_OpenVFS(filename, "rb", FS_GAME);
if (!file)
file = FS_OpenVFS(va("textures/halflife/%s", filename), "rb", FS_GAME);
if (!file)
{
if (complain)
Con_Printf ("W_LoadTextureWadFile: couldn't find %s", filename);
return;
}
if (VFS_READ(file, &header, sizeof(wadinfo_t)) != sizeof(wadinfo_t))
{Con_Printf ("W_LoadTextureWadFile: unable to read wad header");return;}
if (memcmp(header.identification, "WAD3", 4) && memcmp(header.identification, "WAD2", 4))
{Con_Printf ("W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id\n",filename);return;}
numlumps = LittleLong(header.numlumps);
if (numlumps < 1 || numlumps > TEXWAD_MAXIMAGES)
{Con_Printf ("W_LoadTextureWadFile: invalid number of lumps (%i)\n", numlumps);return;}
infotableofs = LittleLong(header.infotableofs);
if (!VFS_SEEK(file, infotableofs))
{Con_Printf ("W_LoadTextureWadFile: unable to seek to lump table");return;}
if (!((lumps = Hunk_TempAlloc(sizeof(lumpinfo_t)*numlumps))))
{Con_Printf ("W_LoadTextureWadFile: unable to allocate temporary memory for lump table");return;}
if (VFS_READ(file, lumps, sizeof(lumpinfo_t)*numlumps) != (int)sizeof(lumpinfo_t) * numlumps)
{Con_Printf ("W_LoadTextureWadFile: unable to read lump table");return;}
for (i=0, lump_p = lumps ; i<numlumps ; i++,lump_p++)
{
W_CleanupName (lump_p->name, lump_p->name);
for (j = 0;j < numwadtextures;j++)
{
if (!strcmp(lump_p->name, texwadlump[j].name)) // name match, replace old one
break;
}
if (j >= TEXWAD_MAXIMAGES)
break; // abort loading
if (j == numwadtextures)
{
W_CleanupName (lump_p->name, texwadlump[j].name);
texwadlump[j].file = file;
texwadlump[j].position = LittleLong(lump_p->filepos);
texwadlump[j].size = LittleLong(lump_p->disksize);
numwadtextures++;
}
}
// leaves the file open
wf = BZ_Malloc(sizeof(*wf) + strlen(filename));
strcpy(wf->name, filename);
wf->file = file;
wf->next = openwadfiles;
openwadfiles = wf;
}
/*
void W_ApplyGamma (qbyte *data, int len, int skipalpha)
{
int i, inf;
qbyte gammatable[256];
if (v_gamma.value == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
}
else
{
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , v_gamma.value ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
}
*/
qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *height, qboolean *usesalpha) //returns rgba
{
qbyte *in, *data, *out, *pal;
int d, p;
int alpha = 0;
if (tex->name[0] == '{')
alpha = 1;
else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
alpha = 2;
if (tex->width > 0x10000 || tex->height > 0x10000)
return NULL;
//use malloc here if you want, but you'll have to free it again... NUR!
data = out = BZ_Malloc(tex->width * tex->height * 4);
if (!data)
return NULL;
in = (qbyte *)tex + tex->offsets[0];
*width = tex->width;
*height = tex->height;
//halflife wads have palettes embedded in them. but make sure everything else is packed because some quake wads are weird.
if (tex->offsets[0] == sizeof(*tex) &&
tex->offsets[1] == tex->offsets[0] + (tex->width)*(tex->height) &&
tex->offsets[2] == tex->offsets[1] + (tex->width>>1)*(tex->height>>1) &&
tex->offsets[3] == tex->offsets[2] + (tex->width>>2)*(tex->height>>2) &&
lumpsize == tex->offsets[3] + (tex->width>>3)*(tex->height>>3) + 2 + 768)
pal = (qbyte *)tex + tex->offsets[3] + (tex->width>>3)*(tex->height>>3) + 2;
else
pal = host_basepal;
for (d = 0;d < tex->width * tex->height;d++)
{
p = *in++;
if (alpha==1 && p == 255) //only allow alpha on '{' textures
out[0] = out[1] = out[2] = out[3] = 0;
else if (alpha == 2)
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = (out[0]+out[1]+out[2])/3;
}
else
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = 255;
}
out += 4;
}
BoostGamma(data, tex->width, tex->height);
*usesalpha = !!alpha;
return data;
}
qbyte *W_GetTexture(const char *name, int *width, int *height, qboolean *usesalpha)//returns rgba
{
char texname[17];
int i, j;
vfsfile_t *file;
miptex_t *tex;
qbyte *data;
if ((!strncmp(name, "gfx/", 4) || !strncmp(name, "wad/", 4)) && strcmp(name, "gfx/conchars"))
{
qpic_t *p;
p = W_SafeGetLumpName(name+4);
if (p)
{
*width = p->width;
*height = p->height;
*usesalpha = false;
data = BZ_Malloc(p->width * p->height * 4);
for (i = 0; i < p->width * p->height; i++)
{
((unsigned int*)data)[i] = d_8to24rgbtable[p->data[i]];
}
return data;
}
}
texname[16] = 0;
W_CleanupName (name, texname);
for (i = 0;i < numwadtextures;i++)
{
if (!strcmp(texname, texwadlump[i].name)) // found it
{
file = texwadlump[i].file;
if (!VFS_SEEK(file, texwadlump[i].position))
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
if (!tex)
return NULL;
if (VFS_READ(file, tex, texwadlump[i].size) < texwadlump[i].size)
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex->width = LittleLong(tex->width);
tex->height = LittleLong(tex->height);
for (j = 0;j < MIPLEVELS;j++)
tex->offsets[j] = LittleLong(tex->offsets[j]);
data = W_ConvertWAD3Texture(tex, texwadlump[i].size, width, height, usesalpha);
BZ_Free(tex);
return data;
}
}
return NULL;
}
miptex_t *W_GetMipTex(const char *name)
{
char texname[17];
int i, j;
vfsfile_t *file;
miptex_t *tex;
texname[16] = 0;
W_CleanupName (name, texname);
for (i = 0;i < numwadtextures;i++)
{
if (!strcmp(texname, texwadlump[i].name)) // found it
{
file = texwadlump[i].file;
if (!VFS_SEEK(file, texwadlump[i].position))
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
if (!tex)
return NULL;
if (VFS_READ(file, tex, texwadlump[i].size) < texwadlump[i].size)
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex->width = LittleLong(tex->width);
tex->height = LittleLong(tex->height);
for (j = 0;j < MIPLEVELS;j++)
tex->offsets[j] = LittleLong(tex->offsets[j]);
return tex;
}
}
return NULL;
}
typedef struct mapgroup_s {
char *mapname;
char *skyname;
struct mapgroup_s *next;
} mapskys_t;
static mapskys_t *mapskies;
void CL_Skygroup_f(void)
{
mapskys_t **link;
mapskys_t *ms;
char *skyname;
char *mapname;
int i;
int remove;
skyname = Cmd_Argv(1);
if (!*skyname)
{
skyname = NULL;
for (ms = mapskies; ms; ms = ms->next)
{
if (!skyname || strcmp(skyname, ms->skyname))
{
Con_Printf("%s%s:", skyname?"\n":"", ms->skyname);
skyname=ms->skyname;
}
Con_Printf(" %s", ms->mapname);
}
if (skyname)
Con_Printf("\n");
else
Con_Printf("No skygroups defined\n");
return;
}
if (!strcmp(skyname, "clear") && Cmd_Argc() == 2)
{
while (mapskies)
{
ms = mapskies->next;
Z_Free(mapskies);
mapskies = ms;
}
return;
}
if (*skyname == '-')
{
skyname++;
for (link = &mapskies; *link; )
{
if (!strcmp((*link)->mapname, skyname) || !strcmp((*link)->skyname, skyname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
}
else
link = &(*link)->next;
}
return;
}
for (i = 2; i < Cmd_Argc(); i++)
{
mapname = Cmd_Argv(i);
remove = *mapname == '-';
mapname += remove;
for (link = &mapskies; *link; link = &(*link)->next)
{
if (!strcmp((*link)->mapname, mapname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
break;
}
}
if (remove)
continue;
ms = Z_Malloc(sizeof(*ms) + strlen(mapname) + strlen(skyname) + 2);
ms->mapname = (char*)(ms+1);
ms->skyname = ms->mapname + strlen(mapname)+1;
ms->next = mapskies;
strcpy(ms->mapname, mapname);
strcpy(ms->skyname, skyname);
mapskies = ms;
}
}
char wads[4096];
void Mod_ParseInfoFromEntityLump(model_t *wmodel) //actually, this should be in the model code.
{
char token[4096];
char key[128];
char *data = wmodel->entities;
mapskys_t *msky;
cl.skyrotate = 0;
VectorClear(cl.skyaxis);
wads[0] = '\0';
#ifndef CLIENTONLY
if (isDedicated) //don't bother
return;
#endif
// this hack is necessary to ensure Quake 2 maps get their default skybox, without breaking q1 etc
if (wmodel->fromgame == fg_quake2)
strcpy(cl.skyname, "unit1_");
else
cl.skyname[0] = '\0';
if (data)
if ((data=COM_ParseOut(data, token, sizeof(token)))) //read the map info.
if (token[0] == '{')
while (1)
{
if (!(data=COM_ParseOut(data, token, sizeof(token))))
break; // error
if (token[0] == '}')
break; // end of worldspawn
if (token[0] == '_')
Q_strncpyz(key, token + 1, sizeof(key)); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
else
Q_strncpyz(key, token, sizeof(key));
if (!((data=COM_ParseOut(data, token, sizeof(token)))))
break; // error
if (!strcmp("wad", key)) // for HalfLife maps
{
if (wmodel->fromgame == fg_halflife || wmodel->type == mod_heightmap)
{
Q_strncatz(wads, ";", sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
Q_strncatz(wads, token, sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
}
}
else if (!strcmp("skyname", key)) // for HalfLife maps
{
Q_strncpyz(cl.skyname, token, sizeof(cl.skyname));
}
else if (!strcmp("fog", key)) //q1 extension. FIXME: should be made temporary.
{
key[0] = 'f';
key[1] = 'o';
key[2] = 'g';
key[3] = ' ';
Q_strncpyz(key+4, token, sizeof(key)-4);
Cbuf_AddText(key, RESTRICT_INSECURE);
}
else if (!strcmp("waterfog", key)) //q1 extension. FIXME: should be made temporary.
{
memcpy(key, "waterfog ", 9);
Q_strncpyz(key+9, token, sizeof(key)-9);
Cbuf_AddText(key, RESTRICT_INSECURE);
}
else if (!strncmp("cvar_", key, 5)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
cvar_t *var = Cvar_FindVar(key+5);
if (var && !(var->flags & CVAR_NOTFROMSERVER))
Cvar_LockFromServer(var, com_token);
}
else if (!strcmp("wateralpha", key)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
Cvar_LockFromServer(&r_wateralpha, com_token);
Cvar_LockFromServer(&r_waterstyle, "1"); //force vanilla-style water too.
}
else if (!strcmp("slimealpha", key))
{
Cvar_LockFromServer(&r_slimealpha, com_token);
Cvar_LockFromServer(&r_slimestyle, "1");
}
else if (!strcmp("lavaalpha", key))
{
Cvar_LockFromServer(&r_lavaalpha, com_token);
Cvar_LockFromServer(&r_lavastyle, "1");
}
else if (!strcmp("telealpha", key))
{
Cvar_LockFromServer(&r_telealpha, com_token);
Cvar_LockFromServer(&r_telestyle, "1");
}
else if (!strcmp("sky", key)) // for Quake2 maps
{
Q_strncpyz(cl.skyname, token, sizeof(cl.skyname));
}
else if (!strcmp("skyrotate", key)) //q2 feature
{
cl.skyrotate = atof(token);
}
else if (!strcmp("skyaxis", key)) //q2 feature
{
char *s;
Q_strncpyz(key, token, sizeof(key));
s = COM_ParseOut(key, token, sizeof(token));
if (s)
{
cl.skyaxis[0] = atof(s);
s = COM_ParseOut(s, token, sizeof(token));
if (s)
{
cl.skyaxis[1] = atof(s);
COM_ParseOut(s, token, sizeof(token));
if (s)
cl.skyaxis[2] = atof(s);
}
}
}
}
COM_FileBase (wmodel->name, token, sizeof(token));
//map-specific sky override feature
for (msky = mapskies; msky; msky = msky->next)
{
if (!strcmp(msky->mapname, token))
{
Q_strncpyz(cl.skyname, msky->skyname, sizeof(cl.skyname));
break;
}
}
}
//textures/fred.wad is the DP standard - I wanna go for that one.
//textures/halfline/fred.wad is what fuhquake can use (yuck).
//fred.wad is what half-life supports.
//we only try one download, for textures/fred.wad
//but we will load wads from the other two paths if we have them locally.
qboolean Wad_NextDownload (void)
{
char wadname[4096+9]="textures/";
int i, j, k;
if (*wads) //now go about checking the wads
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
strcpy(wadname+9, &wads[j]);
if (wadname[9])
{
if (!COM_FCheckExists(wadname+9)) //wad is in root dir, so we don't need to try textures.
CL_CheckOrEnqueDownloadFile(wadname, wadname, DLLF_REQUIRED); //don't skip this one, or the world is white.
}
wads[i] = k;
j = i+1;
if (!k)
break;
}
}
}
}
Wads_Flush();
if (*wads) //now go about loading the wads, we are now safe from tempallocs
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
strcpy(wadname+9, &wads[j]);
if (wadname[9])
{
if (COM_FCheckExists(wadname+9))
W_LoadTextureWadFile (wadname+9, false);
else
W_LoadTextureWadFile (wadname, false);
}
j = i+1;
if (!k)
break;
}
}
}
}
return true;
}