Attempting to fix/rework splitscreen.
Removed the impulse2/+forward2 etc commands. Added +p2, -p2, p2 commands as a prefixed command instead. don't use + or - on them (so '+p2 forward' to move player 2 forward), this permits a simple generic way to send commands to a single player from an input device. rawinput mice will submit commands/movements based upon idx%maxsplits, they will correctly submit mouse clicks, which will be mapped through the +p2/+p3 commands as appropriate, so each mouse is purely for a single player. Fixed player model visibility in splitscreen mode. Ignoring allow_splitscreen for the local player, cl_splitscreen is technically now the only enabler (though you will need to configure rawinput or binds). Added support for { texturename prefixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3582 fc73d0e0-1445-4013-8a0c-d673dee63da5
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28 changed files with 351 additions and 308 deletions
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@ -221,6 +221,17 @@ static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum,
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unsigned int tc, bc;
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qboolean forced;
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if (e->skinnum >= 100 && e->skinnum < 110)
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{
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shader_t *s;
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s = R_RegisterSkin(va("gfx/skin%d.lmp", e->skinnum));
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if (!TEXVALID(s->defaulttextures.base))
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s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
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s->defaulttextures.shader = s;
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return &s->defaulttextures;
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}
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if ((e->model->engineflags & MDLF_NOTREPLACEMENTS) && !ruleset_allow_sensative_texture_replacements.ival)
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forced = true;
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else
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