Fix te_gunshot with only one arg erroring non-fte qw clients.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5340 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 7 additions and 2 deletions
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@ -1079,7 +1079,7 @@ qboolean GLBE_BeginShadowMap(int id, int w, int h, int *restorefbo)
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if (!TEXVALID(shadowmap[id]))
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if (!TEXVALID(shadowmap[id]))
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{
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{
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uploadfmt_t encoding = PTI_DEPTH32;
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uploadfmt_t encoding = PTI_DEPTH16;
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texid_t tex = shadowmap[id] = Image_CreateTexture(va("***shadowmap2d%i***", id), NULL, 0);
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texid_t tex = shadowmap[id] = Image_CreateTexture(va("***shadowmap2d%i***", id), NULL, 0);
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qglGenTextures(1, &tex->num);
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qglGenTextures(1, &tex->num);
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GL_MTBind(0, GL_TEXTURE_2D, tex);
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GL_MTBind(0, GL_TEXTURE_2D, tex);
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@ -3912,7 +3912,7 @@ void Sh_DrawLights(qbyte *vis)
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else
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else
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strength = (v1*(1-frac) + v2*(frac))*(22/255.0)*r_lightstylescale.value;
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strength = (v1*(1-frac) + v2*(frac))*(22/255.0)*r_lightstylescale.value;
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}
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}
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strength *= d_lightstylevalue[0]/255.0f; //a lot of QW mods use lightstyle 0 for a global darkening fade-in thing, so be sure to respect that.
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strength *= d_lightstylevalue[0]/256.0f; //a lot of QW mods use lightstyle 0 for a global darkening fade-in thing, so be sure to respect that.
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colour[0] *= strength;
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colour[0] *= strength;
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colour[1] *= strength;
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colour[1] *= strength;
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colour[2] *= strength;
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colour[2] *= strength;
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@ -5671,6 +5671,11 @@ void SV_point_tempentity (vec3_t o, int type, int count) //count (usually 1) is
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split = PEXT_TE_BULLET;
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split = PEXT_TE_BULLET;
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#endif
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#endif
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break;
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break;
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case TEQW_NQGUNSHOT:
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qwtype[0] = TEQW_NQGUNSHOT;
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qwtype[1] = TEQW_QWGUNSHOT;
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split = PEXT_TE_BULLET;
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break;
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case TEQW_QWEXPLOSION:
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case TEQW_QWEXPLOSION:
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#ifdef NQPROT
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#ifdef NQPROT
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nqtype[0] = TENQ_QWEXPLOSION;
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nqtype[0] = TENQ_QWEXPLOSION;
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