fteqw/engine/client/wad.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// wad.c
#include "quakedef.h"
void *wadmutex;
#ifndef PACKAGE_TEXWAD
void Wads_Flush (void){}
qboolean Wad_NextDownload (void){return true;}
void *W_GetLumpName (const char *name, size_t *size, qbyte *type) {return NULL;}
qbyte *W_GetTexture(const char *name, int *width, int *height, uploadfmt_t *format){return NULL;}
void W_LoadWadFile (char *filename){}
void W_Shutdown (void){}
void CL_Skygroup_f(void){}
#else
int wad_numlumps;
lumpinfo_t *wad_lumps;
qbyte *wad_base;
static char wads[4096];
void SwapPic (qpic_t *pic);
/*
==================
W_CleanupName
Lowercases name and pads with spaces and a terminating 0 to the length of
lumpinfo_t->name.
Used so lumpname lookups can proceed rapidly by comparing 4 chars at a time
Space padding is so names can be printed nicely in tables.
Can safely be performed in place.
==================
*/
void W_CleanupName (const char *in, char *out)
{
int i;
int c;
if (!strncmp(in, "textures/", 9))
in += 9;
for (i=0 ; i<16 ; i++ )
{
c = in[i];
if (!c)
break;
if (c >= 'A' && c <= 'Z')
c += ('a' - 'A');
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (c == '*') //not a valid filesystem char
c = '#';
out[i] = c;
}
for ( ; i< 16 ; i++ )
out[i] = 0;
}
void W_Shutdown (void)
{
if (wad_base)
Z_Free(wad_base);
wad_base = NULL;
}
/*
====================
W_LoadWadFile
====================
*/
void W_LoadWadFile (char *filename)
{
lumpinfo_t *lump_p;
wadinfo_t *header;
unsigned i;
int infotableofs;
if (wad_base)
Z_Free(wad_base);
wad_base = COM_LoadFile (filename, 0, 0, NULL);
if (!wad_base)
{
wad_numlumps = 0;
Con_DPrintf ("W_LoadWadFile: couldn't load %s\n", filename);
return;
}
header = (wadinfo_t *)wad_base;
if (header->identification[0] != 'W'
|| header->identification[1] != 'A'
|| header->identification[2] != 'D'
|| (header->identification[3] != '2' && header->identification[3] != '3'))
{
Con_Printf ("W_LoadWadFile: Wad file %s doesn't have WAD2 id\n",filename);
wad_numlumps = 0;
Z_Free(wad_base);
wad_base = NULL;
return;
}
wad_numlumps = LittleLong(header->numlumps);
infotableofs = LittleLong(header->infotableofs);
wad_lumps = (lumpinfo_t *)(wad_base + infotableofs);
for (i=0, lump_p = wad_lumps ; i<wad_numlumps ; i++,lump_p++)
{
lump_p->filepos = LittleLong(lump_p->filepos);
lump_p->size = LittleLong(lump_p->size);
W_CleanupName (lump_p->name, lump_p->name);
if (lump_p->type == TYP_QPIC)
SwapPic ( (qpic_t *)(wad_base + lump_p->filepos));
}
}
/*
=============
W_GetLumpName
=============
*/
void *W_GetLumpName (const char *name, size_t *size, qbyte *type)
{
int i;
lumpinfo_t *lump_p;
char clean[16];
*type = 0;
*size = 0;
W_CleanupName (name, clean);
for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
{
if (!strcmp(clean, lump_p->name))
{
*type = lump_p->type;
*size = lump_p->disksize;
return (void *)(wad_base+lump_p->filepos);
}
}
return NULL;
}
/*
=============================================================================
automatic qbyte swapping
=============================================================================
*/
void SwapPic (qpic_t *pic)
{
pic->width = LittleLong(pic->width);
pic->height = LittleLong(pic->height);
}
// based on original code by LordHavoc
//FIXME: convert to linked list. is hunk possible?
//hash tables?
#define TEXWAD_MAXIMAGES 16384
typedef struct wadfile_s
{
vfsfile_t *file;
struct wadfile_s *next;
char name[1];
} wadfile_t;
typedef struct
{
char name[16];
vfsfile_t *file;
int position;
int size;
} texwadlump_t;
int numwadtextures;
static texwadlump_t texwadlump[TEXWAD_MAXIMAGES];
wadfile_t *openwadfiles;
void Wads_Flush (void)
{
wadfile_t *wf;
if (wadmutex)
Sys_LockMutex(wadmutex);
while(openwadfiles)
{
VFS_CLOSE(openwadfiles->file);
wf = openwadfiles->next;
Z_Free(openwadfiles);
openwadfiles = wf;
}
numwadtextures=0;
if (wadmutex)
Sys_UnlockMutex(wadmutex);
}
/*
====================
W_LoadTextureWadFile
====================
*/
void W_LoadTextureWadFile (char *filename, int complain)
{
lumpinfo_t *lumps, *lump_p;
wadinfo_t header;
int i, j;
int infotableofs;
vfsfile_t *file;
int numlumps;
wadfile_t *wf = openwadfiles;
while(wf)
{
if (!strcmp(wf->name, filename)) //already loaded
return;
wf = wf->next;
}
file = FS_OpenVFS(filename, "rb", FS_GAME);
if (!file)
file = FS_OpenVFS(va("textures/halflife/%s", filename), "rb", FS_GAME);
if (!file)
{
if (complain)
Con_Printf ("W_LoadTextureWadFile: couldn't find %s", filename);
return;
}
if (VFS_READ(file, &header, sizeof(wadinfo_t)) != sizeof(wadinfo_t))
{Con_Printf ("W_LoadTextureWadFile: unable to read wad header");return;}
if (memcmp(header.identification, "WAD3", 4) && memcmp(header.identification, "WAD2", 4))
{Con_Printf ("W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id\n",filename);return;}
numlumps = LittleLong(header.numlumps);
if (numlumps < 1 || numlumps > TEXWAD_MAXIMAGES)
{Con_Printf ("W_LoadTextureWadFile: invalid number of lumps (%i)\n", numlumps);return;}
infotableofs = LittleLong(header.infotableofs);
if (!VFS_SEEK(file, infotableofs))
{Con_Printf ("W_LoadTextureWadFile: unable to seek to lump table");return;}
if (!((lumps = Hunk_TempAlloc(sizeof(lumpinfo_t)*numlumps))))
{Con_Printf ("W_LoadTextureWadFile: unable to allocate temporary memory for lump table");return;}
if (VFS_READ(file, lumps, sizeof(lumpinfo_t)*numlumps) != (int)sizeof(lumpinfo_t) * numlumps)
{Con_Printf ("W_LoadTextureWadFile: unable to read lump table");return;}
for (i=0, lump_p = lumps ; i<numlumps ; i++,lump_p++)
{
W_CleanupName (lump_p->name, lump_p->name);
for (j = 0;j < numwadtextures;j++)
{
if (!strcmp(lump_p->name, texwadlump[j].name)) // name match, replace old one
break;
}
if (j >= TEXWAD_MAXIMAGES)
break; // abort loading
if (j == numwadtextures)
{
W_CleanupName (lump_p->name, texwadlump[j].name);
texwadlump[j].file = file;
texwadlump[j].position = LittleLong(lump_p->filepos);
texwadlump[j].size = LittleLong(lump_p->disksize);
numwadtextures++;
}
}
// leaves the file open
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
wf = BZ_Malloc(sizeof(*wf) + strlen(filename));
strcpy(wf->name, filename);
wf->file = file;
wf->next = openwadfiles;
openwadfiles = wf;
}
/*
void W_ApplyGamma (qbyte *data, int len, int skipalpha)
{
int i, inf;
qbyte gammatable[256];
if (v_gamma.value == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
}
else
{
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , v_gamma.value ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
}
*/
qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *height, uploadfmt_t *format) //returns rgba
{
qbyte *in, *data, *out, *pal;
int d, p;
int alpha = 0;
if (tex->name[0] == '{')
alpha = 1;
else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
alpha = 2;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (tex->width > 0x10000 || tex->height > 0x10000)
return NULL;
//use malloc here if you want, but you'll have to free it again... NUR!
data = out = BZ_Malloc(tex->width * tex->height * 4);
if (!data)
return NULL;
in = (qbyte *)tex + tex->offsets[0];
*width = tex->width;
*height = tex->height;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//halflife wads have palettes embedded in them. but make sure everything else is packed because some quake wads are weird.
if (tex->offsets[0] == sizeof(*tex) &&
tex->offsets[1] == tex->offsets[0] + (tex->width)*(tex->height) &&
tex->offsets[2] == tex->offsets[1] + (tex->width>>1)*(tex->height>>1) &&
tex->offsets[3] == tex->offsets[2] + (tex->width>>2)*(tex->height>>2) &&
((lumpsize+3)&~3) >= ((tex->offsets[3] + (tex->width>>3)*(tex->height>>3) + 2 + 768+3)&~3))
{
short fl = *(short*)((qbyte *)tex + tex->offsets[3] + (tex->width>>3)*(tex->height>>3));
if (fl == 256)
pal = (qbyte *)tex + tex->offsets[3] + (tex->width>>3)*(tex->height>>3) + 2;
else
pal = host_basepal;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
pal = host_basepal;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (tex->offsets[0] + tex->width * tex->height > lumpsize)
{ //fucked texture.
for (d = 0;d < tex->width * tex->height;d++)
{
out[0] = 0;
out[1] = 255;
out[2] = 0;
out[3] = 255;
out += 4;
}
}
else for (d = 0;d < tex->width * tex->height;d++)
{
p = *in++;
if (alpha==1 && p == 255) //only allow alpha on '{' textures
out[0] = out[1] = out[2] = out[3] = 0;
else if (alpha == 2)
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = (out[0]+out[1]+out[2])/3;
}
else
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = 255;
}
out += 4;
}
*format = alpha?PTI_RGBA8:PTI_RGBX8;
if (!vid_hardwaregamma.value)
BoostGamma(data, tex->width, tex->height, *format);
return data;
}
qbyte *W_GetTexture(const char *name, int *width, int *height, uploadfmt_t *format)//returns rgba
{
char texname[17];
int i, j;
vfsfile_t *file;
miptex_t *tex;
qbyte *data;
if (!strncmp(name, "gfx/", 4) || !strncmp(name, "wad/", 4))
{
qpic_t *p;
size_t lumpsize;
qbyte lumptype;
p = W_GetLumpName(name+4, &lumpsize, &lumptype);
if (p)
{
if (/*lumptype == TYP_QPIC && */!strcmp(name+4, "conchars") && lumpsize==128*128)
{ //conchars has no header.
qbyte *lump = (qbyte*)p;
extern cvar_t con_ocranaleds;
if (con_ocranaleds.ival)
{
if (con_ocranaleds.ival != 2 || QCRC_Block(lump, 128*128) == 798)
AddOcranaLEDsIndexed (lump, 128, 128);
}
*width = 128;
*height = 128;
*format = PTI_RGBA8;
data = BZ_Malloc(128 * 128 * 4);
for (i = 0; i < 128 * 128; i++)
{
qbyte b = lump[i];
if (b == 0)
((unsigned int*)data)[i] = 0;
else
((unsigned int*)data)[i] = d_8to24rgbtable[lump[i]] | 0xff000000;
}
return data;
}
else if (lumptype == TYP_QPIC && lumpsize == 8+p->width*p->height)
{
qboolean alpha = false;
qbyte pal;
*width = p->width;
*height = p->height;
data = BZ_Malloc(p->width * p->height * 4);
for (i = 0; i < p->width * p->height; i++)
{
pal = p->data[i];
((unsigned int*)data)[i] = d_8to24rgbtable[pal];
if (pal == 0xff)
alpha = true;
}
*format = alpha?PTI_RGBA8:PTI_RGBX8;
return data;
}
else if (lumptype == TYP_QPIC && lumpsize == 8+p->width*p->height+4+768)
{ //halflife, 24bit palette at end
qbyte *pal = p->data+p->width*p->height+4;
*width = p->width;
*height = p->height;
*format = PTI_RGBA8;
data = BZ_Malloc(p->width * p->height * 4);
for (i = 0; i < p->width * p->height; i++)
{
qbyte *rgb = pal + p->data[i]*3;
data[i*4+0] = rgb[0];
data[i*4+1] = rgb[1];
data[i*4+2] = rgb[2];
data[i*4+3] = ((p->data[i]==255)?0:255);
}
return data;
}
else
Con_Printf("W_GetTexture: unknown lump type\n");
}
}
texname[16] = 0;
W_CleanupName (name, texname);
Sys_LockMutex(wadmutex);
for (i = 0;i < numwadtextures;i++)
{
if (!strcmp(texname, texwadlump[i].name)) // found it
{
file = texwadlump[i].file;
if (VFS_SEEK(file, texwadlump[i].position))
{
tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
if (tex && VFS_READ(file, tex, texwadlump[i].size) == texwadlump[i].size)
{
Sys_UnlockMutex(wadmutex);
tex->width = LittleLong(tex->width);
tex->height = LittleLong(tex->height);
for (j = 0;j < MIPLEVELS;j++)
tex->offsets[j] = LittleLong(tex->offsets[j]);
data = W_ConvertWAD3Texture(tex, texwadlump[i].size, width, height, format);
BZ_Free(tex);
return data;
}
}
Con_Printf("W_GetTexture: corrupt WAD3 file\n");
break;
}
}
Sys_UnlockMutex(wadmutex);
return NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
miptex_t *W_GetMipTex(const char *name)
{
char texname[17];
int i, j;
vfsfile_t *file;
miptex_t *tex;
texname[16] = 0;
W_CleanupName (name, texname);
Sys_LockMutex(wadmutex);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (i = 0;i < numwadtextures;i++)
{
if (!strcmp(texname, texwadlump[i].name)) // found it
{
file = texwadlump[i].file;
if (VFS_SEEK(file, texwadlump[i].position))
{
tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
if (tex && VFS_READ(file, tex, texwadlump[i].size) == texwadlump[i].size)
{
Sys_UnlockMutex(wadmutex);
tex->width = LittleLong(tex->width);
tex->height = LittleLong(tex->height);
for (j = 0;j < MIPLEVELS;j++)
tex->offsets[j] = LittleLong(tex->offsets[j]);
return tex;
}
}
Con_Printf("W_GetTexture: corrupt WAD3 file\n");
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
}
Sys_UnlockMutex(wadmutex);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return NULL;
}
typedef struct mapgroup_s {
char *mapname;
char *skyname;
struct mapgroup_s *next;
} mapskys_t;
static mapskys_t *mapskies;
void CL_Skygroup_f(void)
{
mapskys_t **link;
mapskys_t *ms;
char *skyname;
char *mapname;
int i;
int remove;
skyname = Cmd_Argv(1);
if (!*skyname)
{
skyname = NULL;
for (ms = mapskies; ms; ms = ms->next)
{
if (!skyname || strcmp(skyname, ms->skyname))
{
Con_Printf("%s%s:", skyname?"\n":"", ms->skyname);
skyname=ms->skyname;
}
Con_Printf(" %s", ms->mapname);
}
if (skyname)
Con_Printf("\n");
else
Con_Printf("No skygroups defined\n");
return;
}
if (!strcmp(skyname, "clear") && Cmd_Argc() == 2)
{
while (mapskies)
{
ms = mapskies->next;
Z_Free(mapskies);
mapskies = ms;
}
return;
}
if (*skyname == '-')
{
skyname++;
for (link = &mapskies; *link; )
{
if (!strcmp((*link)->mapname, skyname) || !strcmp((*link)->skyname, skyname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
}
else
link = &(*link)->next;
}
return;
}
for (i = 2; i < Cmd_Argc(); i++)
{
mapname = Cmd_Argv(i);
remove = *mapname == '-';
mapname += remove;
for (link = &mapskies; *link; link = &(*link)->next)
{
if (!strcmp((*link)->mapname, mapname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
break;
}
}
if (remove)
continue;
ms = Z_Malloc(sizeof(*ms) + strlen(mapname) + strlen(skyname) + 2);
ms->mapname = (char*)(ms+1);
ms->skyname = ms->mapname + strlen(mapname)+1;
ms->next = mapskies;
strcpy(ms->mapname, mapname);
strcpy(ms->skyname, skyname);
mapskies = ms;
}
}
//textures/fred.wad is the DP standard - I wanna go for that one.
//textures/halfline/fred.wad is what fuhquake can use (yuck).
//fred.wad is what half-life supports.
//we only try one download, for textures/fred.wad
//but we will load wads from the other two paths if we have them locally.
qboolean Wad_NextDownload (void)
{
char wadname[4096+9]="textures/";
int i, j, k;
model_t *wmodel = cl.worldmodel;
if (wmodel && (wmodel->fromgame == fg_halflife || wmodel->type == mod_heightmap) && *wads) //now go about checking the wads
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
strcpy(wadname+9, &wads[j]);
if (wadname[9])
{
if (!COM_FCheckExists(wadname+9)) //wad is in root dir, so we don't need to try textures.
CL_CheckOrEnqueDownloadFile(wadname, wadname, DLLF_REQUIRED); //don't skip this one, or the world is white.
}
wads[i] = k;
j = i+1;
if (!k)
break;
}
}
}
}
Wads_Flush();
if (*wads) //now go about loading the wads, we are now safe from tempallocs
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
Q_strncpyz(wadname+9, &wads[j], sizeof(wadname)-9);
if (wadname[9])
{
if (COM_FCheckExists(wadname+9))
W_LoadTextureWadFile (wadname+9, false);
else
W_LoadTextureWadFile (wadname, false);
}
j = i+1;
if (!k)
break;
}
}
}
}
return true;
}
#endif
void Mod_ParseInfoFromEntityLump(model_t *wmodel) //actually, this should be in the model code.
{
char token[4096];
char key[128];
char skyname[128];
const char *data = Mod_GetEntitiesString(wmodel);
#ifdef PACKAGE_TEXWAD
mapskys_t *msky;
wads[0] = '\0';
#endif
cl.skyrotate = 0;
VectorClear(cl.skyaxis);
#ifndef CLIENTONLY
if (isDedicated) //don't bother
return;
#endif
// this hack is necessary to ensure Quake 2 maps get their default skybox, without breaking q1 etc
if (wmodel && wmodel->fromgame == fg_quake2)
strcpy(skyname, "unit1_");
else
skyname[0] = '\0';
if (data)
if ((data=COM_ParseOut(data, token, sizeof(token)))) //read the map info.
if (token[0] == '{')
while (1)
{
if (!(data=COM_ParseOut(data, token, sizeof(token))))
break; // error
if (token[0] == '}')
break; // end of worldspawn
if (token[0] == '_')
Q_strncpyz(key, token + 1, sizeof(key)); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
else
Q_strncpyz(key, token, sizeof(key));
if (!((data=COM_ParseOut(data, token, sizeof(token)))))
break; // error
if (!strcmp("wad", key)) // for HalfLife maps
{
#ifdef PACKAGE_TEXWAD
Q_strncatz(wads, ";", sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
Q_strncatz(wads, token, sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
#endif
}
else if (!strcmp("fog", key)) //q1 extension. FIXME: should be made temporary.
{
key[0] = 'f';
key[1] = 'o';
key[2] = 'g';
key[3] = ' ';
Q_strncpyz(key+4, token, sizeof(key)-4);
Cbuf_AddText(key, RESTRICT_INSECURE);
Cbuf_AddText("\n", RESTRICT_INSECURE);
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
else if (!strcmp("waterfog", key)) //q1 extension. FIXME: should be made temporary.
{
memcpy(key, "waterfog ", 9);
Q_strncpyz(key+9, token, sizeof(key)-9);
Cbuf_AddText(key, RESTRICT_INSECURE);
Cbuf_AddText("\n", RESTRICT_INSECURE);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
}
else if (!strncmp("cvar_", key, 5)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
cvar_t *var = Cvar_FindVar(key+5);
if (var && !(var->flags & CVAR_NOTFROMSERVER))
Cvar_LockFromServer(var, token);
}
else if (!strcmp("wateralpha", key)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
Cvar_LockFromServer(&r_wateralpha, token);
Cvar_LockFromServer(&r_waterstyle, "1"); //force vanilla-style water too.
}
else if (!strcmp("slimealpha", key))
{
Cvar_LockFromServer(&r_slimealpha, token);
Cvar_LockFromServer(&r_slimestyle, "1");
}
else if (!strcmp("lavaalpha", key))
{
Cvar_LockFromServer(&r_lavaalpha, token);
Cvar_LockFromServer(&r_lavastyle, "1");
}
else if (!strcmp("telealpha", key))
{
Cvar_LockFromServer(&r_telealpha, token);
Cvar_LockFromServer(&r_telestyle, "1");
}
playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-05-10 02:08:58 +00:00
else if (!strcmp("skyname", key)) // for HalfLife maps
{
Q_strncpyz(skyname, token, sizeof(skyname));
playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-05-10 02:08:58 +00:00
}
else if (!strcmp("sky", key)) // for Quake2 maps
{
Q_strncpyz(skyname, token, sizeof(skyname));
}
else if (!strcmp("skyrotate", key)) //q2 feature
{
cl.skyrotate = atof(token);
}
else if (!strcmp("skyaxis", key)) //q2 feature
{
char *s;
Q_strncpyz(key, token, sizeof(key));
s = COM_ParseOut(key, token, sizeof(token));
if (s)
{
cl.skyaxis[0] = atof(s);
s = COM_ParseOut(s, token, sizeof(token));
if (s)
{
cl.skyaxis[1] = atof(s);
COM_ParseOut(s, token, sizeof(token));
if (s)
cl.skyaxis[2] = atof(s);
}
}
}
}
if (wmodel)
{
COM_FileBase (wmodel->name, token, sizeof(token));
#ifdef PACKAGE_TEXWAD
//map-specific sky override feature
for (msky = mapskies; msky; msky = msky->next)
{
if (!strcmp(msky->mapname, token))
{
Q_strncpyz(skyname, msky->skyname, sizeof(skyname));
break;
}
}
#endif
}
R_SetSky(skyname);
}