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
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112 changed files with 5444 additions and 2443 deletions
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@ -107,7 +107,7 @@ To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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static hull_t *World_HullForBox (vec3_t mins, vec3_t maxs)
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hull_t *World_HullForBox (vec3_t mins, vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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@ -1701,7 +1701,9 @@ trace_t World_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t e
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}
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#endif
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if (type & MOVE_NOMONSTERS)
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if (passedict->xv->hitcontentsmask)
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clip.hitcontentsmask = passedict->xv->hitcontentsmask;
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else if (type & MOVE_NOMONSTERS)
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clip.hitcontentsmask = MASK_WORLDSOLID; /*solid only to world*/
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else if (maxs[0] - mins[0])
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clip.hitcontentsmask = MASK_BOXSOLID; /*impacts playerclip*/
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