mirror of
https://github.com/Shpoike/Quakespasm.git
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f26daa58c2
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@831 af15c1b1-3010-417e-b628-4374ebc0bcbd
321 lines
8 KiB
C
321 lines
8 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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//johnfitz -- new cvars
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extern cvar_t r_stereo;
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extern cvar_t r_stereodepth;
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extern cvar_t r_clearcolor;
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extern cvar_t r_drawflat;
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extern cvar_t r_flatlightstyles;
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extern cvar_t gl_fullbrights;
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extern cvar_t gl_farclip;
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extern cvar_t gl_overbright;
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extern cvar_t gl_overbright_models;
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extern cvar_t r_waterquality;
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extern cvar_t r_oldwater;
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extern cvar_t r_waterwarp;
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extern cvar_t r_oldskyleaf;
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extern cvar_t r_drawworld;
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extern cvar_t r_showtris;
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extern cvar_t r_showbboxes;
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extern cvar_t r_lerpmodels;
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extern cvar_t r_lerpmove;
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extern cvar_t r_nolerp_list;
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//johnfitz
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extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix
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extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
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/*
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====================
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GL_Overbright_f -- johnfitz
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====================
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*/
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static void GL_Overbright_f (cvar_t *var)
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{
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R_RebuildAllLightmaps ();
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}
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/*
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====================
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GL_Fullbrights_f -- johnfitz
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====================
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*/
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static void GL_Fullbrights_f (cvar_t *var)
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{
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TexMgr_ReloadNobrightImages ();
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}
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/*
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====================
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R_SetClearColor_f -- johnfitz
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====================
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*/
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static void R_SetClearColor_f (cvar_t *var)
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{
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byte *rgb;
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int s;
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s = (int)r_clearcolor.value & 0xFF;
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rgb = (byte*)(d_8to24table + s);
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glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
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}
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/*
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====================
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R_Novis_f -- johnfitz
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====================
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*/
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static void R_VisChanged (cvar_t *var)
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{
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extern int vis_changed;
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vis_changed = 1;
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}
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/*
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===============
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R_NoLerpList_f -- johnfitz -- called when r_nolerp_list cvar changes
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===============
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*/
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static void R_NoLerpList_f (cvar_t *var)
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{
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int i;
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for (i=0; i < MAX_MODELS; i++)
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Mod_SetExtraFlags (cl.model_precache[i]);
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern cvar_t gl_finish;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&r_drawentities);
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Cvar_RegisterVariable (&r_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_SetCallback (&r_novis, R_VisChanged);
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Cvar_RegisterVariable (&r_speeds);
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Cvar_RegisterVariable (&gl_finish);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_cull);
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Cvar_RegisterVariable (&gl_smoothmodels);
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Cvar_RegisterVariable (&gl_affinemodels);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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//johnfitz -- new cvars
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Cvar_RegisterVariable (&r_stereo);
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Cvar_RegisterVariable (&r_stereodepth);
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Cvar_RegisterVariable (&r_clearcolor);
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Cvar_SetCallback (&r_clearcolor, R_SetClearColor_f);
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Cvar_RegisterVariable (&r_waterquality);
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Cvar_RegisterVariable (&r_oldwater);
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Cvar_RegisterVariable (&r_waterwarp);
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Cvar_RegisterVariable (&r_drawflat);
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Cvar_RegisterVariable (&r_flatlightstyles);
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Cvar_RegisterVariable (&r_oldskyleaf);
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Cvar_SetCallback (&r_oldskyleaf, R_VisChanged);
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Cvar_RegisterVariable (&r_drawworld);
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Cvar_RegisterVariable (&r_showtris);
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Cvar_RegisterVariable (&r_showbboxes);
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Cvar_RegisterVariable (&gl_farclip);
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Cvar_RegisterVariable (&gl_fullbrights);
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Cvar_RegisterVariable (&gl_overbright);
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Cvar_SetCallback (&gl_fullbrights, GL_Fullbrights_f);
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Cvar_SetCallback (&gl_overbright, GL_Overbright_f);
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Cvar_RegisterVariable (&gl_overbright_models);
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Cvar_RegisterVariable (&r_lerpmodels);
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Cvar_RegisterVariable (&r_lerpmove);
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Cvar_RegisterVariable (&r_nolerp_list);
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Cvar_SetCallback (&r_nolerp_list, R_NoLerpList_f);
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//johnfitz
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Cvar_RegisterVariable (&gl_zfix); // QuakeSpasm z-fighting fix
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R_InitParticles ();
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R_SetClearColor_f (&r_clearcolor); //johnfitz
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Sky_Init (); //johnfitz
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Fog_Init (); //johnfitz
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}
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/*
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===============
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R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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top = (cl.scores[playernum].colors & 0xf0)>>4;
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bottom = cl.scores[playernum].colors &15;
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//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
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if (!gl_nocolors.value)
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if (playertextures[playernum])
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TexMgr_ReloadImage (playertextures[playernum], top, bottom);
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}
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/*
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===============
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R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
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the skin or model actually changes, instead of just new colors
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added bug fix from bengt jardup
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===============
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*/
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void R_TranslateNewPlayerSkin (int playernum)
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{
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char name[64];
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byte *pixels;
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aliashdr_t *paliashdr;
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int skinnum;
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//get correct texture pixels
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currententity = &cl_entities[1+playernum];
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if (!currententity->model || currententity->model->type != mod_alias)
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return;
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paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
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skinnum = currententity->skinnum;
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//TODO: move these tests to the place where skinnum gets received from the server
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if (skinnum < 0 || skinnum >= paliashdr->numskins)
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{
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Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
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skinnum = 0;
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}
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pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
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//upload new image
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q_snprintf(name, sizeof(name), "player_%i", playernum);
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playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
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SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);
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//now recolor it
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R_TranslatePlayerSkin (playernum);
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}
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/*
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===============
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R_NewGame -- johnfitz -- handle a game switch
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===============
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*/
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void R_NewGame (void)
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{
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int i;
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//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
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for (i=0; i<MAX_SCOREBOARD; i++)
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playertextures[i] = NULL;
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap (void)
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{
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int i;
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i=0 ; i<cl.worldmodel->numleafs ; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps ();
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r_framecount = 0; //johnfitz -- paranoid?
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r_visframecount = 0; //johnfitz -- paranoid?
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Sky_NewMap (); //johnfitz -- skybox in worldspawn
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Fog_NewMap (); //johnfitz -- global fog in worldspawn
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load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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if (cls.state != ca_connected)
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{
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Con_Printf("Not connected to a server\n");
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return;
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}
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++)
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{
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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r_refdef.viewangles[1] = i/128.0*360.0;
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R_RenderView ();
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GL_EndRendering ();
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}
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glFinish ();
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stop = Sys_DoubleTime ();
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time = stop-start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
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}
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void D_FlushCaches (void)
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{
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}
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