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
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489e88feb4
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21 changed files with 376 additions and 88 deletions
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@ -648,7 +648,7 @@ static void Terr_AddMesh(heightmap_t *hm, int loadflags, model_t *mod, vec3_t ep
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continue;
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if (e->ent.model != mod || e->ent.scale != scale)
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continue;
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if (memcmp(axis, e->ent.axis, sizeof(axis)))
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if (memcmp(axis, e->ent.axis, sizeof(e->ent.axis)))
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continue;
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break; //looks like a match.
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}
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@ -2672,7 +2672,7 @@ void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h)
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vec3_t mins, maxs;
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hmsection_t *s;
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struct hmwater_s *wa;
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int i;
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int i, j;
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batch_t *b;
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heightmap_t *hm = ctx->hm;
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@ -2804,9 +2804,8 @@ void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h)
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b->texture = NULL;
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b->vbo = &s->vbo;
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b->lightmap[0] = s->lightmap;
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b->lightmap[1] = -1;
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b->lightmap[2] = -1;
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b->lightmap[3] = -1;
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for (j = 1; j < MAXRLIGHTMAPS; j++)
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b->lightmap[j] = -1;
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b->next = ctx->batches[b->shader->sort];
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ctx->batches[b->shader->sort] = b;
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@ -2853,7 +2852,7 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
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model_t *m = e->model;
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heightmap_t *hm = m->terrain;
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batch_t *b;
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int bounds[4];
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int bounds[4], j;
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struct tdibctx tdibctx;
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if (!r_refdef.recurse)
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@ -2876,10 +2875,8 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
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b = BE_GetTempBatch();
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if (b)
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{
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b->lightmap[0] = -1;
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b->lightmap[1] = -1;
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b->lightmap[2] = -1;
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b->lightmap[3] = -1;
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for (j = 0; j < MAXRLIGHTMAPS; j++)
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b->lightmap[j] = -1;
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b->ent = e;
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b->shader = hm->skyshader;
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b->flags = 0;
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