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
This commit is contained in:
Spoike 2012-01-17 07:57:46 +00:00
parent 5651e77c30
commit fb214142a3
91 changed files with 4584 additions and 1270 deletions

View file

@ -59,6 +59,7 @@ static void PM_AddTouchedEnt (int num)
return; // already added
pmove.touchindex[pmove.numtouch] = num;
VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
pmove.numtouch++;
}
@ -759,7 +760,7 @@ void PM_CategorizePosition (void)
}
}
if (cont & FTECONTENTS_LADDER)
if (cont & Q2CONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
pmove.onladder = true;
else
pmove.onladder = false;
@ -785,7 +786,7 @@ void PM_CategorizePosition (void)
pmove.onground = false; // too steep
}
}
if (cont & FTECONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
if (cont & Q2CONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
{
trace_t t;
vec3_t flatforward, fwd1;
@ -812,7 +813,7 @@ void PM_CategorizePosition (void)
//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
cont = PM_ExtraBoxContents(pmove.origin);
if (cont & FTECONTENTS_LADDER)
if ((cont & Q2CONTENTS_LADDER) && (pmove.physents[0].model->fromgame == fg_quake2 || pmove.physents[0].model->fromgame == fg_halflife))
{
pmove.onladder = true;
pmove.onground = false; // too steep