try to be more strict/paranoid with cvars.

load q2 game dlls from the binarydir in preference to gamedir (allows such dlls to be distributed with the engine).
add small emscripten msvc project so I can build the web port a little more conveniently.
require mouse releases to have had a corresponding mouse press while in the menu. this solves issues with mouse clicks triggering the load menu while dead and instantlyish loading one, and alt-tab issues too.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4755 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2014-09-20 04:11:39 +00:00
parent 489e88feb4
commit b29c68ef92
21 changed files with 376 additions and 88 deletions

View file

@ -648,7 +648,7 @@ static void Terr_AddMesh(heightmap_t *hm, int loadflags, model_t *mod, vec3_t ep
continue;
if (e->ent.model != mod || e->ent.scale != scale)
continue;
if (memcmp(axis, e->ent.axis, sizeof(axis)))
if (memcmp(axis, e->ent.axis, sizeof(e->ent.axis)))
continue;
break; //looks like a match.
}
@ -2672,7 +2672,7 @@ void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h)
vec3_t mins, maxs;
hmsection_t *s;
struct hmwater_s *wa;
int i;
int i, j;
batch_t *b;
heightmap_t *hm = ctx->hm;
@ -2804,9 +2804,8 @@ void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h)
b->texture = NULL;
b->vbo = &s->vbo;
b->lightmap[0] = s->lightmap;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
for (j = 1; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->next = ctx->batches[b->shader->sort];
ctx->batches[b->shader->sort] = b;
@ -2853,7 +2852,7 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
model_t *m = e->model;
heightmap_t *hm = m->terrain;
batch_t *b;
int bounds[4];
int bounds[4], j;
struct tdibctx tdibctx;
if (!r_refdef.recurse)
@ -2876,10 +2875,8 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
b = BE_GetTempBatch();
if (b)
{
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
for (j = 0; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->ent = e;
b->shader = hm->skyshader;
b->flags = 0;