mirror of
https://github.com/nzp-team/quakespasm.git
synced 2025-02-19 18:11:25 +00:00
Merge pull request #9 from ScatterBox/main
Fix map crash if there is no skybox specified
This commit is contained in:
commit
461909e146
8 changed files with 69 additions and 83 deletions
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@ -865,7 +865,7 @@ void Draw_ConsoleBackground (void)
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//GL_SetCanvas (CANVAS_CONSOLE); //in case this is called from weird places
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Draw_FillByColor (0, 0, vid.conwidth, vid.conheight, 0, 0, 0, 1);
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Draw_FillByColor (0, 0, vid.conwidth, vid.conheight, 0, 0, 0, 0);
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}
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/*
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@ -1205,10 +1205,10 @@ gltexture_t *loadtextureimage (char* filename)
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int w, h;
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data = Image_LoadImage (filename, &w, &h);
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if(data == NULL)
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if(!data)
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{
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Sys_Error("loadtextureimage: Cannot load the image %s\n", filename);
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return 0;
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//return 0;
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}
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gl.gltexture = TexMgr_LoadImage (NULL, filename, w, h, SRC_RGBA, data, filename, sizeof(int)*2, TEXPREF_ALPHA | TEXPREF_NEAREST | TEXPREF_NOPICMIP);
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@ -337,6 +337,8 @@ qmodel_t *Mod_LoadModel (qmodel_t *mod, qboolean crash)
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buf = (unsigned*)COM_LoadStackFile ("models/missing_model.mdl", stackbuf, sizeof(stackbuf), NULL);
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if (buf){
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Con_Printf ("Missing model %s substituted\n", mod->name);
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}else if(!buf){
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Con_Printf ("Missing model could not be substituted", mod->name);
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}
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return mod;
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}
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@ -702,7 +704,7 @@ void Mod_LoadTextures (lump_t *l)
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}
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}
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strcpy(loading_name, mt->name);
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//free (pixels);
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//free (tx_pixels);
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loading_cur_step++;
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SCR_UpdateScreen();
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//johnfitz
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@ -225,14 +225,14 @@ void Sky_NewMap (void)
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skybox_name[0] = 0;
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for (i=0; i<6; i++)
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skybox_textures[i] = NULL;
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skyfog = r_skyfog.value;
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//skyfog = r_skyfog.value;
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//
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// read worldspawn (this is so ugly, and shouldn't it be done on the server?)
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//
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data = cl.worldmodel->entities;
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if (!data)
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return; //FIXME: how could this possibly ever happen? -- if there's no
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Sys_Error("Could not init Sky_NewMap"); //FIXME: how could this possibly ever happen? -- if there's no
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// worldspawn then the sever wouldn't send the loadmap message to the client
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data = COM_Parse(data);
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@ -261,8 +261,8 @@ void Sky_NewMap (void)
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if (!strcmp("sky", key))
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Sky_LoadSkyBox(value);
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if (!strcmp("skyfog", key))
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skyfog = atof(value);
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//if (!strcmp("skyfog", key))
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//skyfog = atof(value);
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#if 1 //also accept non-standard keys
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else if (!strcmp("skyname", key)) //half-life
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@ -808,7 +808,7 @@ void Sky_DrawFaceQuad (glpoly_t *p)
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float *v;
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int i;
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if (gl_mtexable && r_skyalpha.value >= 1.0)
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if (gl_mtexable) // && r_skyalpha.value >= 1.0
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{
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GL_Bind (solidskytexture);
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GL_EnableMultitexture();
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@ -836,7 +836,7 @@ void Sky_DrawFaceQuad (glpoly_t *p)
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GL_Bind (solidskytexture);
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//if (r_skyalpha.value < 1.0)
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glColor3f (1, 1, 1);
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//glColor3f (1, 1, 1);
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glBegin (GL_QUADS);
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for (i=0, v=p->verts[0] ; i<4 ; i++, v+=VERTEXSIZE)
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@ -847,22 +847,22 @@ void Sky_DrawFaceQuad (glpoly_t *p)
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}
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glEnd ();
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//GL_Bind (alphaskytexture);
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//glEnable (GL_BLEND);
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GL_Bind (alphaskytexture);
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glEnable (GL_BLEND);
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//if (r_skyalpha.value < 1.0)
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//glColor4f (1, 1, 1, r_skyalpha.value);
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//glBegin (GL_QUADS);
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//for (i=0, v=p->verts[0] ; i<4 ; i++, v+=VERTEXSIZE)
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//{
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//Sky_GetTexCoord (v, 16, &s, &t);
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//glTexCoord2f (s, t);
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//glVertex3fv (v);
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//}
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//glEnd ();
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glBegin (GL_QUADS);
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for (i=0, v=p->verts[0] ; i<4 ; i++, v+=VERTEXSIZE)
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{
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Sky_GetTexCoord (v, 16, &s, &t);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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//glDisable (GL_BLEND);
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glDisable (GL_BLEND);
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rs_skypolys++;
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rs_skypasses += 2;
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@ -959,15 +959,15 @@ void Sky_DrawSkyLayers (void)
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{
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int i;
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//if (r_skyalpha.value < 1.0)
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (r_skyalpha.value < 1.0)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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for (i=0 ; i<6 ; i++)
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if (skymins[0][i] < skymaxs[0][i] && skymins[1][i] < skymaxs[1][i])
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Sky_DrawFace (i);
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//if (r_skyalpha.value < 1.0)
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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if (r_skyalpha.value < 1.0)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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/*
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@ -1002,18 +1002,18 @@ void Sky_DrawSky (void)
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/*if (Fog_GetDensity() > 0)
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glColor3fv (Fog_GetColor());
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else*/
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//glColor3fv (skyflatcolor);
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//glColor3fv (skyflatcolor);
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//glColor3fv (Fog_GetColor());
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Sky_ProcessTextureChains ();
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Sky_ProcessEntities ();
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glColor3f (1, 1, 1);
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//glColor3f (1, 1, 1);
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glEnable (GL_TEXTURE_2D);
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//
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// render slow sky: cloud layers or skybox
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//
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/*if (!r_fastsky.value && !(Fog_GetDensity() > 0))
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if (!r_fastsky.value)
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{
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glDepthFunc(GL_GEQUAL);
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glDepthMask(0);
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@ -1025,11 +1025,6 @@ void Sky_DrawSky (void)
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glDepthMask(1);
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glDepthFunc(GL_LEQUAL);
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}*/
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glDepthFunc(GL_GEQUAL);
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glDepthMask(0);
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Sky_DrawSkyBox ();
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glDepthMask(1);
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glDepthFunc(GL_LEQUAL);
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}
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Fog_EnableGFog ();
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}
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@ -1191,9 +1191,9 @@ void R_DrawAliasModel (entity_t *e)
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glBlendFunc (GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glColor3f(entalpha,entalpha,entalpha);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1254,9 +1254,9 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1273,9 +1273,9 @@ void R_DrawAliasModel (entity_t *e)
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glEnable(GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glDepthMask(GL_TRUE);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1290,9 +1290,9 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -1331,9 +1331,9 @@ void R_DrawAliasModel (entity_t *e)
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glDepthMask(GL_FALSE);
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shading = false;
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glColor3f(entalpha,entalpha,entalpha);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glDepthMask(GL_TRUE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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@ -373,7 +373,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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Fog_DisableGFog ();
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GL_Bind (t->gltexture);
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DrawGLPoly (s->polys);
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//
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Fog_EnableGFog ();
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rs_brushpasses++;
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//second pass -- lightmap with black fog, modulate blended
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@ -382,7 +382,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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#ifdef VITA
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glBegin(GL_TRIANGLE_FAN);
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#else
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@ -395,11 +395,11 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (v);
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}
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glEnd ();
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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rs_brushpasses++;
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//third pass -- black geo with normal fog, additive blended
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/*if (Fog_GetDensity() > 0)
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if (Fog_GetDensity() > 0)
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{
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glBlendFunc(GL_ONE, GL_ONE); //add
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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@ -408,19 +408,17 @@ void R_DrawSequentialPoly (msurface_t *s)
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glColor3f(1,1,1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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rs_brushpasses++;
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}*/
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}
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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Fog_EnableGFog ();
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}
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}
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else
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{
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if (gl_mtexable) //case 4: texture and lightmap in one pass, regular modulation
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{
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Fog_DisableGFog ();
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GL_DisableMultitexture(); // selects TEXTURE0
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GL_Bind (t->gltexture);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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@ -443,15 +441,12 @@ void R_DrawSequentialPoly (msurface_t *s)
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glEnd ();
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GL_DisableMultitexture ();
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rs_brushpasses++;
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Fog_EnableGFog ();
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}
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else if (entalpha < 1 || (s->flags & SURF_DRAWFENCE)) //case 5: can't do multipass if entity has alpha, so just draw the texture
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{
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Fog_DisableGFog ();
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GL_Bind (t->gltexture);
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DrawGLPoly (s->polys);
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rs_brushpasses++;
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Fog_EnableGFog ();
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}
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else //case 6: texture in one pass, lightmap in a second pass, fog in third pass
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{
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@ -459,7 +454,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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Fog_DisableGFog ();
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GL_Bind (t->gltexture);
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DrawGLPoly (s->polys);
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//
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Fog_EnableGFog ();
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rs_brushpasses++;
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//second pass -- lightmap with black fog, modulate blended
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@ -468,7 +463,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ZERO, GL_SRC_COLOR); //modulate
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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#ifdef VITA
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glBegin(GL_TRIANGLE_FAN);
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#else
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@ -481,11 +476,11 @@ void R_DrawSequentialPoly (msurface_t *s)
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glVertex3fv (v);
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}
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glEnd ();
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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rs_brushpasses++;
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//third pass -- black geo with normal fog, additive blended
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/*if (Fog_GetDensity() > 0)
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if (Fog_GetDensity() > 0)
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{
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glBlendFunc(GL_ONE, GL_ONE); //add
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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@ -494,13 +489,11 @@ void R_DrawSequentialPoly (msurface_t *s)
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glColor3f(1,1,1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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rs_brushpasses++;
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}*/
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}
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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Fog_EnableGFog ();
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}
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}
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@ -524,9 +517,9 @@ fullbrights:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f (entalpha, entalpha, entalpha);
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GL_Bind (t->fullbright);
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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DrawGLPoly (s->polys);
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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glColor3f(1, 1, 1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|
|
|
@ -139,8 +139,6 @@ void R_DrawSpriteModel (entity_t *e)
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default:
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return;
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}
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Fog_DisableGFog ();
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//johnfitz: offset decals
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if (psprite->type == SPR_ORIENTED)
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@ -181,6 +179,4 @@ void R_DrawSpriteModel (entity_t *e)
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//johnfitz: offset decals
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if (psprite->type == SPR_ORIENTED)
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GL_PolygonOffset (OFFSET_NONE);
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Fog_EnableGFog ();
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}
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|
|
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@ -1197,21 +1197,21 @@ void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain)
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//to make fog work with multipass lightmapping, need to do one pass
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//with no fog, one modulate pass with black fog, and one additive
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//pass with black geometry and normal fog
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//Fog_DisableGFog ();
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Fog_DisableGFog ();
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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//Fog_EnableGFog ();
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Fog_EnableGFog ();
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
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//Fog_StartAdditive ();
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Fog_StartAdditive ();
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R_DrawLightmapChains ();
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//Fog_StopAdditive ();
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Fog_StopAdditive ();
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//if (Fog_GetDensity() > 0)
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//{
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//glBlendFunc(GL_ONE, GL_ONE); //add
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//glColor3f(0,0,0);
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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//R_DrawTextureChains_TextureOnly (model, ent, chain);
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//glColor3f(1,1,1);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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//}
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@ -1239,21 +1239,21 @@ void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain)
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//to make fog work with multipass lightmapping, need to do one pass
|
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//with no fog, one modulate pass with black fog, and one additive
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//pass with black geometry and normal fog
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//Fog_DisableGFog ();
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Fog_DisableGFog ();
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R_DrawTextureChains_TextureOnly (model, ent, chain);
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//Fog_EnableGFog ();
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Fog_EnableGFog ();
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate
|
||||
//Fog_StartAdditive ();
|
||||
Fog_StartAdditive ();
|
||||
R_DrawLightmapChains ();
|
||||
//Fog_StopAdditive ();
|
||||
Fog_StopAdditive ();
|
||||
//if (Fog_GetDensity() > 0)
|
||||
//{
|
||||
//glBlendFunc(GL_ONE, GL_ONE); //add
|
||||
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
//glColor3f(0,0,0);
|
||||
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
||||
//R_DrawTextureChains_TextureOnly (model, ent, chain);
|
||||
//glColor3f(1,1,1);
|
||||
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
//}
|
||||
|
@ -1273,9 +1273,9 @@ fullbrights:
|
|||
glBlendFunc (GL_ONE, GL_ONE);
|
||||
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glColor3f (entalpha, entalpha, entalpha);
|
||||
//Fog_StartAdditive ();
|
||||
Fog_StartAdditive ();
|
||||
R_DrawTextureChains_Glow (model, ent, chain);
|
||||
//Fog_StopAdditive ();
|
||||
Fog_StopAdditive ();
|
||||
glColor3f (1, 1, 1);
|
||||
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
|
|
@ -1676,13 +1676,13 @@ void SV_Physics (void)
|
|||
//
|
||||
ent = sv.edicts;
|
||||
|
||||
/* if (sv_freezenonclients.value)
|
||||
if (sv_freezenonclients.value)
|
||||
entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
|
||||
else
|
||||
entity_cap = sv.num_edicts;
|
||||
*/
|
||||
for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
|
||||
//for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
|
||||
|
||||
//for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
|
||||
for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
|
||||
{
|
||||
if (ent->free)
|
||||
continue;
|
||||
|
|
Loading…
Reference in a new issue