Android tweeks

memory freeing tweeks
batch data rearranged a little (to try to reduce memory).
RBSP/FBSP fixed. lightstyles now supported.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2012-07-05 19:42:36 +00:00
parent 180432523d
commit fe23d72d69
112 changed files with 5444 additions and 2443 deletions

View file

@ -107,7 +107,7 @@ To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
static hull_t *World_HullForBox (vec3_t mins, vec3_t maxs)
hull_t *World_HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
@ -1701,7 +1701,9 @@ trace_t World_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t e
}
#endif
if (type & MOVE_NOMONSTERS)
if (passedict->xv->hitcontentsmask)
clip.hitcontentsmask = passedict->xv->hitcontentsmask;
else if (type & MOVE_NOMONSTERS)
clip.hitcontentsmask = MASK_WORLDSOLID; /*solid only to world*/
else if (maxs[0] - mins[0])
clip.hitcontentsmask = MASK_BOXSOLID; /*impacts playerclip*/