Whitespace changes, cleanup of gl_rmain.c

This commit is contained in:
Jeff Teunissen 2000-01-07 21:36:15 +00:00
parent 19fd8a6816
commit c797a758d5
2 changed files with 216 additions and 333 deletions

View file

@ -1,8 +1,13 @@
/*
gl_rmain.c
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
Author:
Date: 07 Jan 2000
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
@ -15,11 +20,12 @@ 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.
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
@ -108,36 +114,35 @@ cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
#ifdef QUAKEWORLD
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
//cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
#else
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
#endif
cvar_t gl_doubleeyes = {"gl_doubleeyes", "1", true};
extern cvar_t gl_ztrick;
#ifdef QUAKEWORLD
extern cvar_t scr_fov;
#endif
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
qboolean
R_CullBox (vec3_t mins, vec3_t maxs) {
int i;
for (i=0 ; i<4 ; i++)
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
for (i=0 ; i<4 ; i++) {
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) {
return true;
}
}
return false;
}
void R_RotateForEntity (entity_t *e)
{
void
R_RotateForEntity (entity_t *e) {
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
@ -147,20 +152,15 @@ void R_RotateForEntity (entity_t *e)
}
/*
=============================================================
SPRITE MODELS
=============================================================
* SPRITE MODELS
*/
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
mspriteframe_t
*R_GetSpriteFrame (entity_t *currententity) {
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
@ -170,18 +170,14 @@ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
if ((frame >= psprite->numframes) || (frame < 0)) {
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = psprite->frames[frame].frameptr;
}
else
{
} else {
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
@ -193,27 +189,22 @@ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
for (i=0 ; i<(numframes-1) ; i++) {
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
void
R_DrawSpriteModel (entity_t *e) {
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
@ -225,14 +216,11 @@ void R_DrawSpriteModel (entity_t *e)
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
}
else
{ // normal sprite
} else { // normal sprite
up = vup;
right = vright;
}
@ -246,11 +234,6 @@ void R_DrawSpriteModel (entity_t *e)
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
#ifdef QUAKEWORLD
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
#endif
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
@ -277,14 +260,9 @@ void R_DrawSpriteModel (entity_t *e)
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
@ -305,12 +283,11 @@ float *shadedots = r_avertexnormal_dots[0];
int lastposenum;
/*
=============
GL_DrawAliasFrame
=============
*/
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
{
void
GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum) {
float l;
trivertx_t *verts;
int *order;
@ -322,23 +299,19 @@ lastposenum = posenum;
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
while (1)
{
while (1) {
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do
{
// texture coordinates come from the draw list
do { // texture coordinates come from the draw list
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
@ -348,21 +321,19 @@ lastposenum = posenum;
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
}
/*
=============
GL_DrawAliasShadow
=============
*/
extern vec3_t lightspot;
void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
void
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum) {
trivertx_t *verts;
int *order;
vec3_t point;
@ -378,22 +349,19 @@ void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
height = -lheight + 1.0;
while (1)
{
while (1) {
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do
{
do {
// texture coordinates come from the draw list
// (skipped for shadows) glTexCoord2fv ((float *)order);
order += 2;
@ -411,26 +379,19 @@ void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
verts++;
} while (--count);
glEnd ();
}
}
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
{
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr) {
int pose, numposes;
float interval;
if ((frame >= paliashdr->numframes) || (frame < 0))
{
if ((frame >= paliashdr->numframes) || (frame < 0)) {
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
@ -438,25 +399,19 @@ void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1)
{
if (numposes > 1) {
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
GL_DrawAliasFrame (paliashdr, pose);
}
/*
=================
R_DrawAliasModel
=================
*/
void R_DrawAliasModel (entity_t *e)
{
void
R_DrawAliasModel (entity_t *e) {
int i;
int lnum;
vec3_t dist;
@ -475,29 +430,24 @@ void R_DrawAliasModel (entity_t *e)
if (R_CullBox (mins, maxs))
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//
// get lighting information
//
/*
get lighting information
*/
ambientlight = shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
if (e == &cl.viewent && ambientlight < 24)
ambientlight = shadelight = 24;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].die >= cl.time)
{
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
if (cl_dlights[lnum].die >= cl.time) {
VectorSubtract (currententity->origin,
cl_dlights[lnum].origin,
dist);
add = cl_dlights[lnum].radius - Length(dist);
if (add > 0) {
ambientlight += add;
//ZOID models should be affected by dlights as well
@ -505,7 +455,6 @@ void R_DrawAliasModel (entity_t *e)
}
}
}
// clamp lighting so it doesn't overbright as much
if (ambientlight > 128)
ambientlight = 128;
@ -520,9 +469,9 @@ void R_DrawAliasModel (entity_t *e)
// if (i >= 1 && i <= cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) {
if (i >= 1 && i <= cl.maxclients) {
#endif
if (ambientlight < 8)
if (ambientlight < 8) {
ambientlight = shadelight = 8;
}
} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
|| !strcmp (clmodel->name, "progs/flame.mdl") )
// HACK HACK HACK -- no fullbright colors, so make torches full light
@ -537,27 +486,22 @@ void R_DrawAliasModel (entity_t *e)
shadevector[2] = 1;
VectorNormalize (shadevector);
//
// locate the proper data
//
/*
locate the proper data
*/
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
/*
draw all the triangles
*/
GL_DisableMultitexture();
glPushMatrix ();
R_RotateForEntity (e);
#ifdef QUAKEWORLD
if (!strcmp (clmodel->name, "progs/eyes.mdl") ) {
#else
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
#endif
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
@ -572,21 +516,21 @@ void R_DrawAliasModel (entity_t *e)
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
#ifdef QUAKEWORLD
if (currententity->scoreboard && !gl_nocolors.value)
{
if (currententity->scoreboard && !gl_nocolors.value) {
i = currententity->scoreboard - cl.players;
if (!currententity->scoreboard->skin) {
Skin_Find(currententity->scoreboard);
R_TranslatePlayerSkin(i);
}
if (i >= 0 && i<MAX_CLIENTS)
if (i >= 0 && i<MAX_CLIENTS) {
GL_Bind(playertextures + i);
}
}
#else
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
{
if (currententity->colormap != vid.colormap && !gl_nocolors.value) {
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
//if (i >= 1 && i<=cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl"))
if (i >= 1 && i<=cl.maxclients)
GL_Bind(playertextures - 1 + i);
}
#endif
@ -608,8 +552,7 @@ void R_DrawAliasModel (entity_t *e)
glPopMatrix ();
if (r_shadows.value)
{
if (r_shadows.value) {
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
@ -624,31 +567,25 @@ void R_DrawAliasModel (entity_t *e)
}
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (void)
{
void
R_DrawEntitiesOnList ( void ) {
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
for (i=0 ; i<cl_numvisedicts ; i++) {
#ifdef QUAKEWORLD
currententity = &cl_visedicts[i];
#else
currententity = cl_visedicts[i];
#endif
switch (currententity->model->type)
{
switch (currententity->model->type) {
case mod_alias:
R_DrawAliasModel (currententity);
break;
@ -662,16 +599,14 @@ void R_DrawEntitiesOnList (void)
}
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
for (i=0 ; i<cl_numvisedicts ; i++) {
#ifdef QUAKEWORLD
currententity = &cl_visedicts[i];
#else
currententity = cl_visedicts[i];
#endif
switch (currententity->model->type)
{
switch (currententity->model->type) {
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
@ -683,12 +618,11 @@ void R_DrawEntitiesOnList (void)
}
/*
=============
R_DrawViewModel
=============
*/
void R_DrawViewModel (void)
{
void
R_DrawViewModel ( void ) {
float ambient[4], diffuse[4];
int j;
int lnum;
@ -736,8 +670,7 @@ void R_DrawViewModel (void)
shadelight = j;
// add dynamic lights
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
@ -763,12 +696,10 @@ void R_DrawViewModel (void)
/*
============
R_PolyBlend
============
*/
void R_PolyBlend (void)
{
void
R_PolyBlend ( void ) {
if (!gl_polyblend.value)
return;
if (!v_blend[3])
@ -802,28 +733,26 @@ void R_PolyBlend (void)
}
int SignbitsForPlane (mplane_t *out)
{
int
SignbitsForPlane ( mplane_t *out ) {
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
void
R_SetFrustum ( void ) {
void R_SetFrustum (void)
{
int i;
if (r_refdef.fov_x == 90)
{
if (r_refdef.fov_x == 90) {
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
@ -831,9 +760,7 @@ void R_SetFrustum (void)
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
}
else
{
} else {
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
@ -843,24 +770,18 @@ void R_SetFrustum (void)
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++)
{
for (i=0 ; i<4 ; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame (void)
{
void
R_SetupFrame ( void ) {
// don't allow cheats in multiplayer
#ifdef QUAKEWORLD
r_fullbright.value = 0;
@ -873,7 +794,6 @@ void R_SetupFrame (void)
#endif
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
@ -892,13 +812,11 @@ void R_SetupFrame (void)
c_brush_polys = 0;
c_alias_polys = 0;
}
void
MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) {
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
@ -912,12 +830,11 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect,
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
void
R_SetupGL ( void ) {
float screenaspect;
//float yfov;
extern int glwidth, glheight;
@ -946,8 +863,7 @@ void R_SetupGL (void)
w = x2 - x;
h = y - y2;
if (envmap)
{
if (envmap) {
x = y2 = 0;
w = h = 256;
}
@ -960,16 +876,15 @@ void R_SetupGL (void)
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
if (mirror)
{
if (mirror) {
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace(GL_BACK);
}
else
} else {
glCullFace(GL_FRONT);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
@ -983,9 +898,9 @@ void R_SetupGL (void)
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
/*
set drawing parms
*/
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
@ -997,32 +912,26 @@ void R_SetupGL (void)
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
R_SetupFrame ();
void
R_RenderScene ( void ) {
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
GL_DisableMultitexture();
R_RenderDlights ();
R_DrawParticles ();
#ifdef GLTEST
@ -1033,49 +942,41 @@ void R_RenderScene (void)
/*
=============
R_Clear
=============
*/
void R_Clear (void)
{
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value)
void
R_Clear ( void ) {
if (r_mirroralpha.value != 1.0) {
if (gl_clear.value) {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
} else {
glClear (GL_DEPTH_BUFFER_BIT);
}
gldepthmin = 0;
gldepthmax = 0.5;
glDepthFunc (GL_LEQUAL);
}
else if (gl_ztrick.value)
{
} else if (gl_ztrick.value) {
static int trickframe;
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
if (trickframe & 1) {
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (GL_LEQUAL);
}
else
{
} else {
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (GL_GEQUAL);
}
}
else
{
if (gl_clear.value)
} else {
if (gl_clear.value) {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
} else {
glClear (GL_DEPTH_BUFFER_BIT);
}
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
@ -1084,14 +985,13 @@ void R_Clear (void)
glDepthRange (gldepthmin, gldepthmax);
}
#ifndef QUAKEWORLD //!!! FIXME, Zoid, mirror is disabled for now
/*
=============
R_Mirror
=============
*/
void R_Mirror (void)
{
void
R_Mirror ( void ) {
#ifndef QUAKEWORLD
float d;
msurface_t *s;
entity_t *ent;
@ -1150,18 +1050,17 @@ void R_Mirror (void)
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
}
#endif
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void R_RenderView (void)
{
void
R_RenderView ( void ) {
double time1 = 0, time2 = 0;
// Fixme: the last argument should be a cvar... r_fog_gamma
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.1};
@ -1188,20 +1087,6 @@ void R_RenderView (void)
R_Clear ();
// render normal view
/***** Experimental silly looking fog ******
****** Use r_fullbright if you enable ******
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, colors);
glFogf(GL_FOG_END, 512.0);
glEnable(GL_FOG);
********************************************/
/*
Eric Windisch: I basicly rewrote what carmack had here to
display _much_ prettier. small hack
*/
/*
// The volume fog probally will not work yet :)
if(r_volfog.value)
@ -1230,40 +1115,28 @@ display _much_ prettier. small hack
glDisable(GL_DEPTH_TEST);
}
*/
if(r_fog.value)
{
// fixme: would be nice if the user could select what fogmode... (r_fog_mode)
if (r_fog.value) { // FIXME: would be nice if the user could select what fogmode... (r_fog_mode)
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_fog_density var
glFogf (GL_FOG_DENSITY, .0005);
glEnable(GL_FOG);
}
glEnable(GL_STEREO);
R_RenderScene ();
R_DrawViewModel ();
if(!r_volfog.value)
{
if(!r_volfog.value) {
R_DrawWaterSurfaces ();
}
glDisable(GL_FOG); // More fog right here :)
// More fog right here :)
glDisable(GL_FOG);
#ifndef QUAKEWORLD
// render mirror view
R_Mirror ();
#endif
R_PolyBlend ();
if (r_speeds.value)
{
if (r_speeds.value) {
//glFinish ();
time2 = Sys_DoubleTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);

View file

@ -1,8 +1,15 @@
/*
register_check.c
Check for registered version of Quake data files
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
Author: Zephaniah E. Hull
Date: 03 Jan 2000
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
@ -15,8 +22,11 @@ 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.
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#include "quakedef.h"
@ -24,14 +34,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
cvar_t registered = {"registered", "0"};
/*
* register_check
*
* Looks for gfx/pop.lmp (only found in ID's registered quake pak files)
* and sets the "registered" cvar to 1 if found.
register_check
Look for gfx/pop.lmp (only found in ID's registered quake pak files),
and set the "registered" cvar to 1 if found.
*/
void
register_check ()
{
register_check ( void ) {
FILE *h;
Cvar_RegisterVariable (&registered);