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[qwaq] Set the world model to an empty world
The goal is to have somewhere to put entities so they can be rendered. I suspect I could have used a bsp tree to partition space for frustum culling, but it's probably not worth it at this stage (but shouldn't require any changes to the engine: just the model).
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1 changed files with 38 additions and 0 deletions
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@ -86,6 +86,40 @@ static progs_t *bi_rprogs;
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static pr_func_t qc2d;
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static int event_handler_id;
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static mleaf_t empty_leafs[] = {
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[1] = {
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.contents = CONTENTS_EMPTY,
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.mins = {-INFINITY, -INFINITY, -INFINITY},
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.maxs = { INFINITY, INFINITY, INFINITY},
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},
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};
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static mnode_t *empty_leaf_parents[] = {
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[1] = 0,
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};
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static int empty_leaf_flags[] = {
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[1] = 0,
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};
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static char empty_entities[] = { 0 };
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static model_t empty_world = {
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.type = mod_brush,
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.radius = INFINITY,
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.mins = {-INFINITY, -INFINITY, -INFINITY},
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.maxs = { INFINITY, INFINITY, INFINITY},
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.brush = {
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.modleafs = 2,
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.visleafs = 1,
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.nodes = (mnode_t *) &empty_leafs[1],
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.leafs = empty_leafs,
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.entities = empty_entities,
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.leaf_parents = empty_leaf_parents,
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.leaf_flags = empty_leaf_flags,
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},
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};
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static void
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bi_2d (void)
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{
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@ -196,4 +230,8 @@ BI_Graphics_Init (progs_t *pr)
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//CDAudio_Init ();
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Con_NewMap ();
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basetime = Sys_DoubleTime ();
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if (mod_funcs->Mod_ProcessTexture) {
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mod_funcs->Mod_ProcessTexture (&empty_world, 0);
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}
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r_funcs->R_NewMap (&empty_world, 0, 0);
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}
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