tcpconnect fixes
lots of hexen2 fixes fixed clipped decals again, still not using any... fixed zips over 2g rewrote bloom to use glsl. should be slightly more usable now. lots more hexen2 fixes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3957 fc73d0e0-1445-4013-8a0c-d673dee63da5
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91 changed files with 4584 additions and 1270 deletions
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@ -59,6 +59,7 @@ static void PM_AddTouchedEnt (int num)
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return; // already added
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pmove.touchindex[pmove.numtouch] = num;
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VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
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pmove.numtouch++;
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}
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@ -759,7 +760,7 @@ void PM_CategorizePosition (void)
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}
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}
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if (cont & FTECONTENTS_LADDER)
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if (cont & Q2CONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
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pmove.onladder = true;
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else
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pmove.onladder = false;
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@ -785,7 +786,7 @@ void PM_CategorizePosition (void)
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pmove.onground = false; // too steep
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}
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}
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if (cont & FTECONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
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if (cont & Q2CONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
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{
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trace_t t;
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vec3_t flatforward, fwd1;
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@ -812,7 +813,7 @@ void PM_CategorizePosition (void)
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//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
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cont = PM_ExtraBoxContents(pmove.origin);
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if (cont & FTECONTENTS_LADDER)
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if ((cont & Q2CONTENTS_LADDER) && (pmove.physents[0].model->fromgame == fg_quake2 || pmove.physents[0].model->fromgame == fg_halflife))
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{
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pmove.onladder = true;
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pmove.onground = false; // too steep
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