Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
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105 changed files with 3323 additions and 1713 deletions
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@ -214,10 +214,9 @@ vfsfile_t *FS_DecompressGZip(vfsfile_t *infile)
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typedef struct
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{
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fsbucket_t bucket;
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char name[MAX_QPATH];
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int filepos, filelen;
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bucket_t bucket;
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} zpackfile_t;
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@ -261,20 +260,14 @@ static void FSZIP_ClosePath(void *handle)
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Z_Free(zip->files);
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Z_Free(zip);
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}
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static void FSZIP_BuildHash(void *handle)
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static void FSZIP_BuildHash(void *handle, int depth)
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{
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zipfile_t *zip = handle;
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int i;
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for (i = 0; i < zip->numfiles; i++)
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{
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if (!Hash_GetInsensative(&filesystemhash, zip->files[i].name))
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{
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fs_hash_files++;
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Hash_AddInsensative(&filesystemhash, zip->files[i].name, &zip->files[i], &zip->files[i].bucket);
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}
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else
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fs_hash_dups++;
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FS_AddFileHash(depth, zip->files[i].name, &zip->files[i].bucket, &zip->files[i]);
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}
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}
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static qboolean FSZIP_FLocate(void *handle, flocation_t *loc, const char *filename, void *hashedresult)
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