Hopefully, the server will now run on 64bit archetectures.
Also, a piece of unitialialized memory should now be fixed. there's a con_centertext cvar added an extra default particle texture. further dp protocol compatability stuff. EF_ADDATIVE works on models and supposedly sprites. will do sw sprites too at some point. Linux makefile needs work still. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1017 fc73d0e0-1445-4013-8a0c-d673dee63da5
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48 changed files with 595 additions and 322 deletions
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@ -329,6 +329,29 @@ static int CheckAssosiation(char *name, int from)
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return orig;
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}
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#ifdef RGLQUAKE
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void P_LoadTexture(part_type_t *ptype, qboolean warn)
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{
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if (strcmp(ptype->texname, "default"))
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{
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ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
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if (!ptype->texturenum)
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{
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if (warn)
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Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
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if (strstr(ptype->texname, "glow") || strstr(ptype->texname, "ball"))
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ptype->texturenum = balltexture;
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else
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ptype->texturenum = explosiontexture;
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}
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}
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else
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ptype->texturenum = explosiontexture;
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}
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#endif
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//Uses FTE's multiline console stuff.
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//This is the function that loads the effect descriptions (via console).
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void P_ParticleEffect_f(void)
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@ -821,18 +844,7 @@ void P_ParticleEffect_f(void)
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#ifdef RGLQUAKE
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if (qrenderer == QR_OPENGL)
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{
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if (strcmp(ptype->texname, "default"))
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{
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ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
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if (!ptype->texturenum)
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{
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Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
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ptype->texturenum = explosiontexture;
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}
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}
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else
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ptype->texturenum = explosiontexture;
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P_LoadTexture(ptype, true);
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}
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#endif
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}
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@ -1178,18 +1190,14 @@ void P_ClearParticles (void)
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{
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for (i = 0; i < numparticletypes; i++)
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{
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if (*part_type[i].texname)
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{
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part_type[i].texturenum = Mod_LoadHiResTexture(part_type[i].texname, "particles", true, true, true);
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if (!part_type[i].texturenum)
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part_type[i].texturenum = explosiontexture;
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}
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P_LoadTexture(&part_type[i], false);
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}
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}
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#endif
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for (i = 0; i < numparticletypes; i++)
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{
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part_type[i].clippeddecals = NULL;
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part_type[i].particles = NULL;
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part_type[i].beams = NULL;
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part_type[i].skytris = NULL;
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