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
This commit is contained in:
Spoike 2005-05-17 02:36:54 +00:00
parent 98bbcc2c94
commit 4a0c02b685
48 changed files with 595 additions and 322 deletions

View file

@ -329,6 +329,29 @@ static int CheckAssosiation(char *name, int from)
return orig;
}
#ifdef RGLQUAKE
void P_LoadTexture(part_type_t *ptype, qboolean warn)
{
if (strcmp(ptype->texname, "default"))
{
ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
if (!ptype->texturenum)
{
if (warn)
Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
if (strstr(ptype->texname, "glow") || strstr(ptype->texname, "ball"))
ptype->texturenum = balltexture;
else
ptype->texturenum = explosiontexture;
}
}
else
ptype->texturenum = explosiontexture;
}
#endif
//Uses FTE's multiline console stuff.
//This is the function that loads the effect descriptions (via console).
void P_ParticleEffect_f(void)
@ -821,18 +844,7 @@ void P_ParticleEffect_f(void)
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
if (strcmp(ptype->texname, "default"))
{
ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
if (!ptype->texturenum)
{
Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
ptype->texturenum = explosiontexture;
}
}
else
ptype->texturenum = explosiontexture;
P_LoadTexture(ptype, true);
}
#endif
}
@ -1178,18 +1190,14 @@ void P_ClearParticles (void)
{
for (i = 0; i < numparticletypes; i++)
{
if (*part_type[i].texname)
{
part_type[i].texturenum = Mod_LoadHiResTexture(part_type[i].texname, "particles", true, true, true);
if (!part_type[i].texturenum)
part_type[i].texturenum = explosiontexture;
}
P_LoadTexture(&part_type[i], false);
}
}
#endif
for (i = 0; i < numparticletypes; i++)
{
part_type[i].clippeddecals = NULL;
part_type[i].particles = NULL;
part_type[i].beams = NULL;
part_type[i].skytris = NULL;