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
This commit is contained in:
Spoike 2015-03-03 00:14:43 +00:00
parent 02ab57490e
commit bed989f529
100 changed files with 3502 additions and 2204 deletions

View file

@ -1771,9 +1771,9 @@ void SV_CalcClientStats(client_t *client, int statsi[MAX_CL_STATS], float statsf
#endif
{
statsf[STAT_HEALTH] = ent->v->health; //sorry, but mneh
statsi[STAT_WEAPON] = SV_ModelIndex(PR_GetString(svprogfuncs, ent->v->weaponmodel));
if ((unsigned)statsi[STAT_WEAPON] >= client->maxmodels)
statsi[STAT_WEAPON] = 0; //play it safe, try not to crash unsuspecting clients
statsi[STAT_WEAPONMODELI] = SV_ModelIndex(PR_GetString(svprogfuncs, ent->v->weaponmodel));
if ((unsigned)statsi[STAT_WEAPONMODELI] >= client->maxmodels)
statsi[STAT_WEAPONMODELI] = 0; //play it safe, try not to crash unsuspecting clients
statsf[STAT_AMMO] = ent->v->currentammo;
statsf[STAT_ARMOR] = ent->v->armorvalue;
statsf[STAT_SHELLS] = ent->v->ammo_shells;