q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
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100 changed files with 3502 additions and 2204 deletions
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@ -1771,9 +1771,9 @@ void SV_CalcClientStats(client_t *client, int statsi[MAX_CL_STATS], float statsf
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#endif
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{
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statsf[STAT_HEALTH] = ent->v->health; //sorry, but mneh
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statsi[STAT_WEAPON] = SV_ModelIndex(PR_GetString(svprogfuncs, ent->v->weaponmodel));
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if ((unsigned)statsi[STAT_WEAPON] >= client->maxmodels)
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statsi[STAT_WEAPON] = 0; //play it safe, try not to crash unsuspecting clients
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statsi[STAT_WEAPONMODELI] = SV_ModelIndex(PR_GetString(svprogfuncs, ent->v->weaponmodel));
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if ((unsigned)statsi[STAT_WEAPONMODELI] >= client->maxmodels)
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statsi[STAT_WEAPONMODELI] = 0; //play it safe, try not to crash unsuspecting clients
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statsf[STAT_AMMO] = ent->v->currentammo;
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statsf[STAT_ARMOR] = ent->v->armorvalue;
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statsf[STAT_SHELLS] = ent->v->ammo_shells;
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