Track areas properly, so we don't bug out when a client has multiple cameras in different areas.
Fix up r_ignoreentpvs 0 to check areas properly. checkpvs builtin can no longer mess up area checks elsewhere. Write out foo.db files for release builds, in the hopes of at least getting function names from release-build crashes. Implement _skyroom worldspawn field, still needs a few tweaks though. Try to fix android surface-related crashes, AGAIN. Separate parsing of connect requests, in preparation for formal logins (and removal of the old ranking code). A few tweaks to try to improve compatibility with q3 mods. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5484 fc73d0e0-1445-4013-8a0c-d673dee63da5
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64 changed files with 1336 additions and 959 deletions
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@ -167,7 +167,7 @@ BoxOnPlaneSide
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Returns 1, 2, or 1 + 2
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==================
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*/
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int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, mplane_t *p)
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int VARGS BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const mplane_t *p)
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{
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float dist1, dist2;
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int sides;
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@ -291,7 +291,7 @@ void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
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CrossProduct(right, forward, up);
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}
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void QDECL VectorAngles(float *forward, float *up, float *result, qboolean meshpitch) //up may be NULL
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void QDECL VectorAngles(const float *forward, const float *up, float *result, qboolean meshpitch) //up may be NULL
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{
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float yaw, pitch, roll;
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@ -583,7 +583,7 @@ void QDECL R_ConcatTransforms (const float in1[3][4], const float in2[3][4], flo
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}
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//R_ConcatTransforms where there's no offset values, and a transposed axis
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void R_ConcatTransformsAxis (float in1[3][3], float in2[3][4], float out[3][4])
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void R_ConcatTransformsAxis (const float in1[3][3], const float in2[3][4], float out[3][4])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[1][0] * in2[1][0] +
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in1[2][0] * in2[2][0];
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@ -1910,7 +1910,7 @@ vec_t QDECL VectorNormalize2 (const vec3_t v, vec3_t out)
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return length;
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}
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float ColorNormalize (vec3_t in, vec3_t out)
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float ColorNormalize (const vec3_t in, vec3_t out)
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{
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float f = max (max (in[0], in[1]), in[2]);
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@ -1928,7 +1928,7 @@ float ColorNormalize (vec3_t in, vec3_t out)
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return f;
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}
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void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
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void MakeNormalVectors (const vec3_t forward, vec3_t right, vec3_t up)
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{
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float d;
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