From 601373a1c3f18e35b1cb935964a62441d3c35176 Mon Sep 17 00:00:00 2001 From: Spoike Date: Wed, 26 Jun 2013 19:47:33 +0000 Subject: [PATCH] fix funny lump size when fogs are used. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4412 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/common/gl_q2bsp.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/engine/common/gl_q2bsp.c b/engine/common/gl_q2bsp.c index 0304ad19a..bd583b17e 100644 --- a/engine/common/gl_q2bsp.c +++ b/engine/common/gl_q2bsp.c @@ -210,7 +210,7 @@ typedef struct q2mapsurface_s // used internally due to name len probs //ZOID typedef struct { - char shader[MAX_QPATH]; + char shader[64]; int brushNum; int visibleSide; // the brush side that ray tests need to clip against (-1 == none) } dfog_t; @@ -3927,7 +3927,7 @@ cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned *c loadmodel->textures[i]->shader = R_RegisterShader_Lightmap(loadmodel->textures[i]->name); } - if (loadmodel->fromgame == fg_quake3) + if (noerrors && loadmodel->fromgame == fg_quake3) { i = header.lumps[Q3LUMP_LIGHTMAPS].filelen / (loadmodel->lightmaps.width*loadmodel->lightmaps.height*3); loadmodel->lightmaps.deluxemapping = !(i&1);