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https://github.com/nzp-team/fteqw.git
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minor compile fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5672 fc73d0e0-1445-4013-8a0c-d673dee63da5
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81b270db70
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4 changed files with 16 additions and 1 deletions
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@ -230,7 +230,9 @@ static qboolean PM_SignatureOkay(package_t *p);
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static void PM_FreePackage(package_t *p)
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{
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struct packagedep_s *d;
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#ifdef WEBCLIENT
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int i;
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#endif
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if (p->link)
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{
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@ -4049,8 +4051,10 @@ void QCBUILTIN PF_cl_getpackagemanagerinfo(pubprogfuncs_t *prinst, struct global
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RETURN_TSTRING(va("%lu", (unsigned long)p->filesize));
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break;
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case GPMI_AVAILABLE:
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#ifdef WEBCLIENT
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if (PM_SignatureOkay(p))
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RETURN_TSTRING("1");
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#endif
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break;
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case GPMI_INSTALLED:
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@ -4060,10 +4064,12 @@ void QCBUILTIN PF_cl_getpackagemanagerinfo(pubprogfuncs_t *prinst, struct global
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RETURN_TSTRING("enabled"); //its there (and in use)
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else if (p->flags & DPF_PRESENT)
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RETURN_TSTRING("present"); //its there (but ignored)
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#ifdef WEBCLIENT
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else if (p->download)
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RETURN_TSTRING(va("%i%%", (int)p->download->qdownload.percent)); //we're downloading it.
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else if (p->trymirrors)
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RETURN_TSTRING("pending"); //its queued.
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#endif
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break;
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case GPMI_GAMEDIR:
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RETURN_TSTRING(p->gamedir);
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@ -34,6 +34,7 @@ We also have no doppler with WebAudio.
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#define OPENAL_STATIC //our javascript port doesn't support dynamic linking (bss+data segments get too messy).
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#define SDRVNAME "WebAudio" //IE doesn't support webaudio, resulting in noticable error messages about no openal, which is technically incorrect. So lets be clear about this.
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#define SDRVNAMEDESC "WebAudio:"
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qboolean firefoxstaticsounds; //FireFox bugs out with static sounds. they all end up full volume AND THIS IS REALLY LOUD AND REALLY ANNOYING.
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#else
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#define SDRVNAME "OpenAL"
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#define SDRVNAMEDESC "OAL:"
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@ -5533,7 +5533,6 @@ void GLBE_UpdateLightmaps(void)
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{
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extern cvar_t r_lightmap_nearest;
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TEXASSIGN(lm->lightmap_texture, Image_CreateTexture(va("***lightmap %i***", lmidx), NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
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lm->lightmap_texture->format = lm->fmt;
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qglGenTextures(1, &lm->lightmap_texture->num);
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GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -5560,6 +5559,13 @@ void GLBE_UpdateLightmaps(void)
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, gl_config.formatinfo[lm->fmt].swizzle_b);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, gl_config.formatinfo[lm->fmt].swizzle_a);
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}
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//for completeness.
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lm->lightmap_texture->format = lm->fmt;
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lm->lightmap_texture->width = lm->width;
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lm->lightmap_texture->height = lm->height;
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lm->lightmap_texture->depth = 1;
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lm->lightmap_texture->status = TEX_LOADED;
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}
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else
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{
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@ -2620,6 +2620,7 @@ void SV_DoDirectConnect(svconnectinfo_t *fte_restrict info)
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if (!newcl) //client has no slot. It's possible to bipass this if server is loading a game. (or a duplicated qsocket)
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{
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#ifdef SUBSERVERS
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if (SSV_IsSubServer())
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{
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if (1)
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@ -2646,6 +2647,7 @@ void SV_DoDirectConnect(svconnectinfo_t *fte_restrict info)
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return;
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}
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}
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#endif
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/*single player logic*/
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if (sv.allocated_client_slots == 1 && info->adr.type == NA_LOOPBACK)
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