Me having lots of fun with voice chat.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3656 fc73d0e0-1445-4013-8a0c-d673dee63da5
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32 changed files with 2521 additions and 97 deletions
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@ -1008,6 +1008,82 @@ void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
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}
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}
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#if 0
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void R_Sprite_GenerateBatches(entity_t *e, batch_t **batches)
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{
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galiasinfo_t *inf;
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model_t *clmodel;
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shader_t *shader;
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batch_t *b;
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int surfnum;
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texnums_t *skin;
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if (r_refdef.externalview && e->flags & Q2RF_WEAPONMODEL)
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return;
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clmodel = e->model;
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if (!(e->flags & Q2RF_WEAPONMODEL))
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{
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if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
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return;
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#ifdef RTLIGHTS
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if (BE_LightCullModel(e->origin, clmodel))
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return;
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}
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else
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{
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if (BE_LightCullModel(r_origin, clmodel))
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return;
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#endif
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}
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if (clmodel->tainted)
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{
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if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
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return;
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}
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inf = RMod_Extradata (clmodel);
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if (!e->model || e->forcedshader)
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{
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//fixme
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return;
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}
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else
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{
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frame = R_GetSpriteFrame (e);
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psprite = e->model->cache.data;
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sprtype = psprite->type;
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shader = frame->shader;
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}
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if (shader)
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{
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b = BE_GetTempBatch();
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if (!b)
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break;
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b->buildmeshes = R_Sprite_DrawBatch;
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b->ent = e;
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b->mesh = NULL;
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b->firstmesh = 0;
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b->meshes = 1;
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b->skin = frame-;
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b->texture = NULL;
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b->shader = frame->shader;
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b->lightmap = -1;
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b->surf_first = surfnum;
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b->flags = 0;
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b->vbo = 0;
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b->next = batches[shader->sort];
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batches[shader->sort] = b;
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}
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}
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#endif
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//returns the rotated offset of the two points in result
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void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result)
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{
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