removed separate trigger/solid links.

some q3 fixes.
q2 will autosave on map changes, like q2 normally does.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3839 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2011-06-29 18:39:11 +00:00
parent a18e83d843
commit 61e4aa96b3
54 changed files with 1346 additions and 1000 deletions

View file

@ -11,7 +11,7 @@ Physics functions (common)
void Q1BSP_CheckHullNodes(hull_t *hull)
{
int num, c;
dclipnode_t *node;
mclipnode_t *node;
for (num = hull->firstclipnode; num < hull->lastclipnode; num++)
{
node = hull->clipnodes + num;
@ -32,7 +32,7 @@ SV_HullPointContents
static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
mclipnode_t *node;
mplane_t *plane;
while (num >= 0)
@ -205,7 +205,7 @@ qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
#else
qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
mclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
@ -1007,7 +1007,9 @@ int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangen
sh_shadowframe++;
if (cl.worldmodel->fromgame == fg_quake)
if (!cl.worldmodel)
return 0;
else if (cl.worldmodel->fromgame == fg_quake)
Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
#ifdef Q3BSPS
else if (cl.worldmodel->fromgame == fg_quake3)