* (bug 3076) Map cycle breaks on empty or bot only servers (misanthropia)

* (bug 3303) Removal of never compiled code from cgame drawing functions (beast 
  <info@dbwatersports.com>)
* (bug 3297) Add missing limit to Q3 UI server info (beast
  <info@dbwatersports.com>)
* (bug 3029) Fix to shader hash table being overpopulated (identified by
  Stefan "#@" Langer <raute_at@gmx.de>)
This commit is contained in:
Tim Angus 2007-08-23 00:22:20 +00:00
parent 557bb5a1ce
commit 5e35d88b9b
4 changed files with 52 additions and 116 deletions

View File

@ -530,9 +530,7 @@ static void CG_DrawStatusBar( void ) {
vec4_t hcolor;
vec3_t angles;
vec3_t origin;
#ifdef MISSIONPACK
qhandle_t handle;
#endif
static float colors[4][4] = {
// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
{ 1.0f, 0.69f, 0.0f, 1.0f }, // normal
@ -580,20 +578,6 @@ static void CG_DrawStatusBar( void ) {
CG_Draw3DModel( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE,
cgs.media.armorModel, 0, origin, angles );
}
#ifdef MISSIONPACK
if( cgs.gametype == GT_HARVESTER ) {
origin[0] = 90;
origin[1] = 0;
origin[2] = -10;
angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0;
if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) {
handle = cgs.media.redCubeModel;
} else {
handle = cgs.media.blueCubeModel;
}
CG_Draw3DModel( 640 - (TEXT_ICON_SPACE + ICON_SIZE), 416, ICON_SIZE, ICON_SIZE, handle, 0, origin, angles );
}
#endif
//
// ammo
//
@ -663,29 +647,6 @@ static void CG_DrawStatusBar( void ) {
}
}
#ifdef MISSIONPACK
//
// cubes
//
if( cgs.gametype == GT_HARVESTER ) {
value = ps->generic1;
if( value > 99 ) {
value = 99;
}
trap_R_SetColor( colors[0] );
CG_DrawField (640 - (CHAR_WIDTH*2 + TEXT_ICON_SPACE + ICON_SIZE), 432, 2, value);
trap_R_SetColor( NULL );
// if we didn't draw a 3D icon, draw a 2D icon for armor
if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) {
handle = cgs.media.redCubeIcon;
} else {
handle = cgs.media.blueCubeIcon;
}
CG_DrawPic( 640 - (TEXT_ICON_SPACE + ICON_SIZE), 432, ICON_SIZE, ICON_SIZE, handle );
}
}
#endif
}
#endif
@ -1122,19 +1083,6 @@ static float CG_DrawScores( float y ) {
}
}
#ifdef MISSIONPACK
if ( cgs.gametype == GT_1FCTF ) {
// Display flag status
item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
if (item) {
y1 = y - BIGCHAR_HEIGHT - 8;
if( cgs.flagStatus >= 0 && cgs.flagStatus <= 3 ) {
CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.flagShader[cgs.flagStatus] );
}
}
}
#endif
if ( cgs.gametype >= GT_CTF ) {
v = cgs.capturelimit;
} else {

View File

@ -1189,7 +1189,7 @@ wait 10 seconds before going on.
=================
*/
void CheckIntermissionExit( void ) {
int ready, notReady;
int ready, notReady, playerCount;
int i;
gclient_t *cl;
int readyMask;
@ -1202,6 +1202,7 @@ void CheckIntermissionExit( void ) {
ready = 0;
notReady = 0;
readyMask = 0;
playerCount = 0;
for (i=0 ; i< g_maxclients.integer ; i++) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
@ -1211,6 +1212,7 @@ void CheckIntermissionExit( void ) {
continue;
}
playerCount++;
if ( cl->readyToExit ) {
ready++;
if ( i < 16 ) {
@ -1236,16 +1238,19 @@ void CheckIntermissionExit( void ) {
return;
}
// if nobody wants to go, clear timer
if ( !ready ) {
level.readyToExit = qfalse;
return;
}
// only test ready status when there are real players present
if ( playerCount > 0 ) {
// if nobody wants to go, clear timer
if ( !ready ) {
level.readyToExit = qfalse;
return;
}
// if everyone wants to go, go now
if ( !notReady ) {
ExitLevel();
return;
// if everyone wants to go, go now
if ( !notReady ) {
ExitLevel();
return;
}
}
// the first person to ready starts the ten second timeout

View File

@ -128,11 +128,11 @@ static void ServerInfo_MenuDraw( void )
const char *s;
char key[MAX_INFO_KEY];
char value[MAX_INFO_VALUE];
int y;
int i = 0, y;
y = SCREEN_HEIGHT/2 - s_serverinfo.numlines*(SMALLCHAR_HEIGHT)/2 - 20;
s = s_serverinfo.info;
while ( s ) {
while ( s && i < s_serverinfo.numlines ) {
Info_NextPair( &s, key, value );
if ( !key[0] ) {
break;
@ -144,6 +144,7 @@ static void ServerInfo_MenuDraw( void )
UI_DrawString(SCREEN_WIDTH*0.50 + 8,y,value,UI_LEFT|UI_SMALLFONT,text_color_normal);
y += SMALLCHAR_HEIGHT;
i++;
}
Menu_Draw( &s_serverinfo.menu );

View File

@ -2866,27 +2866,27 @@ static void ScanAndLoadShaderFiles( void )
char **shaderFiles;
char *buffers[MAX_SHADER_FILES];
char *p;
int numShaders;
int numShaderFiles;
int i;
char *oldp, *token, *hashMem;
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
long sum = 0;
// scan for shader files
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders );
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
if ( !shaderFiles || !numShaders )
if ( !shaderFiles || !numShaderFiles )
{
ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
return;
}
if ( numShaders > MAX_SHADER_FILES ) {
numShaders = MAX_SHADER_FILES;
if ( numShaderFiles > MAX_SHADER_FILES ) {
numShaderFiles = MAX_SHADER_FILES;
}
// load and parse shader files
for ( i = 0; i < numShaders; i++ )
for ( i = 0; i < numShaderFiles; i++ )
{
char filename[MAX_QPATH];
@ -2899,16 +2899,16 @@ static void ScanAndLoadShaderFiles( void )
}
// build single large buffer
s_shaderText = ri.Hunk_Alloc( sum + numShaders*2, h_low );
s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
s_shaderText[ 0 ] = '\0';
// free in reverse order, so the temp files are all dumped
for ( i = numShaders - 1; i >= 0 ; i-- ) {
strcat( s_shaderText, "\n" );
for ( i = numShaderFiles - 1; i >= 0 ; i-- ) {
p = &s_shaderText[strlen(s_shaderText)];
strcat( s_shaderText, buffers[i] );
ri.FS_FreeFile( buffers[i] );
buffers[i] = p;
COM_Compress(p);
strcat( s_shaderText, "\n" );
}
// free up memory
@ -2916,28 +2916,19 @@ static void ScanAndLoadShaderFiles( void )
Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
size = 0;
//
for ( i = 0; i < numShaders; i++ ) {
// pointer to the first shader file
p = buffers[i];
// look for label
while ( 1 ) {
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTableSizes[hash]++;
size++;
SkipBracedSection(&p);
// if we passed the pointer to the next shader file
if ( i < numShaders - 1 ) {
if ( p > buffers[i+1] ) {
break;
}
}
p = s_shaderText;
// look for shader names
while ( 1 ) {
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTableSizes[hash]++;
size++;
SkipBracedSection(&p);
}
size += MAX_SHADERTEXT_HASH;
@ -2950,29 +2941,20 @@ static void ScanAndLoadShaderFiles( void )
}
Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
//
for ( i = 0; i < numShaders; i++ ) {
// pointer to the first shader file
p = buffers[i];
// look for label
while ( 1 ) {
oldp = p;
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
SkipBracedSection(&p);
// if we passed the pointer to the next shader file
if ( i < numShaders - 1 ) {
if ( p > buffers[i+1] ) {
break;
}
}
p = s_shaderText;
// look for shader names
while ( 1 ) {
oldp = p;
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
SkipBracedSection(&p);
}
return;