tenebrae2/gl_md3.c
2003-02-15 18:03:41 +00:00

720 lines
21 KiB
C

/*
Copyright (C) 2001-2002 Charles Hollemeersch
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
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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.
PENTA: the whole file is freakin penta...
Md3 support
*/
#include "quakedef.h"
#define MD3_VERSION 15
#define MD3_XYZ_SCALE (1.0/64)
//#define MD3DEBUG
typedef struct md3Frame_s {
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
char name[16];
} md3Frame_t;
typedef struct {
char name[MAX_QPATH];
int shaderIndex;
} md3Shader_t;
typedef struct {
int ident; //
char name[MAX_QPATH]; // polyset name
int flags;
int numFrames; // all surfaces in a model should have the same
int numShaders; // all surfaces in a model should have the same
int numVerts;
int numTriangles;
int ofsTriangles;
int ofsShaders; // offset from start of md3Surface_t
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numFrames
int ofsEnd; // next surface follows
} md3Surface_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH];
int flags;
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames;
int ofsTags;
int ofsSurfaces;
int ofsEnd;
} md3Header_t;
typedef struct {
short xyz[3];
unsigned short normal;
} md3XyzNormal_t;
typedef struct {
int indexes[3];
} md3Triangle_t;
typedef struct {
float s;
float t;
} md3St_t;
typedef struct md3tag_s
{
char name[MAX_QPATH]; // supported names : weapon
vec3_t origin; // pretty much self explanatory
vec3_t axis[3]; // no ?
} md3tag_t;
int findneighbourmd3_old(int index, int edgei, int numtris, mtriangle_t *triangles) {
int i, j;
mtriangle_t *current = &triangles[index];
for (i=0; i<numtris; i++) {
if (i == index) continue;
for (j=0; j<3; j++) {
if (((current->vertindex[edgei] == triangles[i].vertindex[j])
&& (current->vertindex[(edgei+1)%3] == triangles[i].vertindex[(j+1)%3]))
||
((current->vertindex[edgei] == triangles[i].vertindex[(j+1)%3])
&& (current->vertindex[(edgei+1)%3] == triangles[i].vertindex[j])))
{
triangles[i].neighbours[j] = index;
return i;
}
}
}
return -1;
}
/*
Yet another hack. Some models seem to have edges shared between three triangles, this is obviously
a strange thing to have, we resolve it simply by throwing away that shared egde and giving all
triangles a "-1" neighbour for that edge. This will give some unneeded fins for some edges of some models
but this number is generally verry low (< 3 edges per model) and only on a few models.
*/
int findneighbourmd3(int index, int edgei, int numtris, mtriangle_t *triangles) {
int i, j, v1, v0, found,foundj = 0;
mtriangle_t *current = &triangles[index];
mtriangle_t *t;
qboolean dup;
v0 = current->vertindex[edgei];
v1 = current->vertindex[(edgei+1)%3];
//XYZ
found = -1;
dup = false;
for (i=0; i<numtris; i++) {
if (i == index) continue;
t = &triangles[i];
for (j=0; j<3; j++) {
if (((current->vertindex[edgei] == triangles[i].vertindex[j])
&& (current->vertindex[(edgei+1)%3] == triangles[i].vertindex[(j+1)%3]))
||
((current->vertindex[edgei] == triangles[i].vertindex[(j+1)%3])
&& (current->vertindex[(edgei+1)%3] == triangles[i].vertindex[j])))
{
//no edge for this model found yet?
if (found == -1) {
found = i;
foundj = j;
}
//the three edges story
else
dup = true;
}
}
}
//normal edge, setup neighbour pointers
if (!dup) {
if (found != -1)
triangles[found].neighbours[foundj] = index;
return found;
}
//naughty egde let no-one have the neighbour
//Con_Printf("%s: warning: open edge added\n",loadname);
return -1;
}
void TangentForTrimd3(mtriangle_t *tri, vec3_t norm, ftrivertx_t *verts, fstvert_t *texcos, vec3_t res) {
vec3_t vec1, vec2, dirv, tz;
float delta1, delta2, t;
vec3_t *v[3];
float st[3][2];
int j;
for (j=0; j<3; j++) {
v[j] = &verts[tri->vertindex[j]].v;
st[j][0] = texcos[tri->vertindex[j]].s;
st[j][1] = texcos[tri->vertindex[j]].t;
}
vec1[0] = *v[1][0] - *v[0][0];
vec1[1] = *v[1][1] - *v[0][1];
vec1[2] = *v[1][2] - *v[0][2];
delta1 = st[1][0] - st[0][0];
vec2[0] = *v[2][0] - *v[0][0];
vec2[1] = *v[2][1] - *v[0][1];
vec2[2] = *v[2][2] - *v[0][2];
delta2 = st[2][0] - st[0][0];
//if ((!delta1) && (!delta2)) Con_Printf("%s: warning: Degenerate tangent space\n",loadname);
dirv[0] = (delta1 * vec2[0] - vec1[0] * delta2);
dirv[1] = (delta1 * vec2[1] - vec1[1] * delta2);
dirv[2] = (delta1 * vec2[2] - vec1[2] * delta2);
VectorNormalize(dirv);
VectorCopy(norm,tz);
t = dirv[0]*tz[0]+dirv[1]*tz[1]+dirv[2]*tz[2];
res[0] = dirv[0]-t*tz[0];
res[1] = dirv[1]-t*tz[1];
res[2] = dirv[2]-t*tz[2];
}
/*
=================
Mod_LoadMd3Model
PENTA: Very similar to LoadAliasModel
DC: added multiple surface -> alias3data_t
=================
*/
#define LL(x) x=LittleLong(x)
void Mod_LoadMd3Model (model_t *mod, void *buffer)
{
int i, j, k, l;
md3Header_t *pinmodel;
int size;
int start, end, total;
md3Surface_t *surf;
md3tag_t *tag;
vec3_t md3scale = {MD3_XYZ_SCALE, MD3_XYZ_SCALE, MD3_XYZ_SCALE};
vec3_t md3origin = {0.0f, 0.0f, 0.0f};
ftrivertx_t *verts, *v;
md3XyzNormal_t *xyz;
mtriangle_t *tris;
md3Triangle_t *tri;
md3St_t *st;
fstvert_t *texcoords;
md3Frame_t *frame;
plane_t *norms;
int *indecies;
vec3_t v1, v2, normal;
vec3_t triangle[3];
vec3_t *tangents;
md3Shader_t *shader;
byte fake[16];
char shadername[MAX_QPATH];
alias3data_t *palias3;
int surfcount;
start = Hunk_LowMark ();
//Con_Printf("Loading md3 from %s\n",mod->name);
pinmodel = (md3Header_t *)buffer;
//
// endian-adjust and copy the data, starting with the md3 header
//
LL(pinmodel->version);
if (pinmodel->version != MD3_VERSION)
Sys_Error ("%s has wrong version number (%i should be %i)",
mod->name, pinmodel->version, MD3_VERSION);
//swap header
LL(pinmodel->numFrames);
LL(pinmodel->numTags);
LL(pinmodel->numSurfaces);
LL(pinmodel->numSkins);
LL(pinmodel->ofsFrames);
LL(pinmodel->ofsTags);
LL(pinmodel->ofsSurfaces);
LL(pinmodel->ofsEnd);
#ifdef MD3DEBUG
Con_Printf("Statistics for model %s\n",loadname);
Con_Printf("NumFrames: %i\n",pinmodel->numFrames);
Con_Printf("NumSurfaces: %i\n",pinmodel->numSurfaces);
Con_Printf("NumSkins: %i\n",pinmodel->numSkins);
Con_Printf("NumTags: %i\n",surf->numTags);
#endif
if ( pinmodel->numFrames < 1 ) {
Con_Printf( "LoadMd3Model: %s has no frames\n", mod->name );
return;
}
if ( pinmodel->numFrames > MAXALIASFRAMES) {
Sys_Error ("LoadMd3Model: %s has too many frames",mod->name);
}
// swap all the frames
frame = (md3Frame_t *) ( (byte *)pinmodel + pinmodel->ofsFrames );
for ( i = 0 ; i < pinmodel->numFrames ; i++, frame++) {
frame->radius = LittleFloat( frame->radius );
for ( j = 0 ; j < 3 ; j++ ) {
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
}
}
// swap all the surfaces
surf = (md3Surface_t *) ( (byte *)pinmodel + pinmodel->ofsSurfaces );
if (pinmodel->numSurfaces > 1) {
Con_Printf("%s: warning: Model with multiple surfaces\n",mod->name);
}
for ( i = 0 ; i < pinmodel->numSurfaces ; i++) {
LL(surf->ident);
LL(surf->flags);
LL(surf->numFrames);
LL(surf->numShaders);
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsShaders);
LL(surf->ofsSt);
LL(surf->ofsXyzNormals);
LL(surf->ofsEnd);
#ifdef MD3DEBUG
Con_Printf("->surface %i\n",i);
Con_Printf(" NumTriangles: %i\n",surf->numTriangles);
Con_Printf(" NumVertices: %i\n",surf->numVerts);
Con_Printf(" NumFrames: %i\n",surf->numFrames);
Con_Printf(" NumShaders: %i\n",surf->numShaders);
#endif
if ( surf->numVerts > MAXALIASVERTS)
Sys_Error ("LoadMd3Model: %s has too many vertices (%i)%i",mod->name,surf->numVerts,surf->numTriangles);
if (surf->numTriangles <= 0)
Sys_Error ("LoadMd3Model: %s has no triangles", mod->name);
if (surf->numTriangles > MAXALIASTRIS)
Sys_Error ("LoadMd3Model: %s has too many triangles",mod->name);
// swap all the triangles
tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
LL(tri->indexes[0]);
LL(tri->indexes[1]);
LL(tri->indexes[2]);
}
// swap all the ST
st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
st->s = LittleFloat( st->s);
st->t = LittleFloat( st->t);
}
// swap all the XyzNormals
xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
{
xyz->xyz[0] = LittleShort( xyz->xyz[0] );
xyz->xyz[1] = LittleShort( xyz->xyz[1] );
xyz->xyz[2] = LittleShort( xyz->xyz[2] );
xyz->normal = LittleShort( xyz->normal );
}
// find the next surface
surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
}
//point to first surface again
surf = (md3Surface_t *) ( (byte *)pinmodel + pinmodel->ofsSurfaces );
//
// We have now a working version of the md3 in the "*buffer" now convert that to an "alias" model
// this conversion is not to bad sice the I changed the way alias models work to make them more
// quake3 friendly, the only thing that remains is that we only use the first surface of the model.
// - DC -
// added multiple surfaces.
// multiples surfaces : the cached data (alias3data_t) hold an aliashdr_t for each surface
//
size = sizeof (alias3data_t);
palias3 = Hunk_AllocName (size, mod->name);
palias3->numSurfaces = pinmodel->numSurfaces;
// allocate header offset array
size = sizeof (aliashdr_t *) * (pinmodel->numSurfaces - 1);
if (size)
Hunk_Alloc (size);
mod->flags = 0;
mod->type = mod_alias;
mod->numframes = pinmodel->numFrames;
mod->synctype = ST_SYNC;
mod->mins[0] = mod->mins[1] = mod->mins[2] = 99999.0;
mod->maxs[0] = mod->maxs[1] = mod->maxs[2] = -99999.0;
for (surfcount = 0; surfcount < pinmodel->numSurfaces; ++surfcount) {
//Alocate hunk mem for the header and the frame info (not the actual frame vertices)
size = sizeof (aliashdr_t) + (pinmodel->numFrames-1) * sizeof (maliasframedesc_t);
pheader = Hunk_Alloc (size);
// store alias offset
palias3->ofsSurfaces[surfcount] = (int)((char*)pheader - (char*)palias3);
Q_memset(pheader,0,sizeof(aliashdr_t));
//Convert the header to the old header
pheader->ident = pinmodel->ident;
pheader->version = pinmodel->version;
VectorCopy(md3scale,pheader->scale);
VectorCopy(md3origin,pheader->scale_origin);
pheader->boundingradius = 100; //This seems not used anymore by quake
VectorCopy(md3origin,pheader->eyeposition);//This seems not used anymore by quake
pheader->numskins = 1; //Hacked value
pheader->skinwidth = 4;//Hacked value
pheader->skinheight = 4;//Hacked value
pheader->numverts = surf->numVerts;
pheader->numtris = surf->numTriangles;
pheader->numframes = surf->numFrames;
pheader->synctype = mod->synctype;
pheader->flags = 0;//Hacked value
pheader->size = 1;//All right, the unofficial specs say the average size of triangles, so we just put something there
pheader->numposes = surf->numFrames;
pheader->poseverts = surf->numVerts;
//Allocate the vertices
verts = Hunk_Alloc (pheader->numposes * pheader->poseverts * sizeof(ftrivertx_t) );
pheader->posedata = (byte *)verts - (byte *)pheader;
xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
//Convert the frames
frame = (md3Frame_t *) ( (byte *)pinmodel + pinmodel->ofsFrames );
for (i=0; i<pheader->numframes; i++, frame++) {
strcpy (pheader->frames[i].name, frame->name);
pheader->frames[i].firstpose = i;
pheader->frames[i].numposes = 1;
pheader->frames[i].frame = i;
pheader->frames[i].interval = 0.1f;
pheader->mins[0] = pheader->mins[1] = pheader->mins[2] = 99999.0;
pheader->maxs[0] = pheader->maxs[1] = pheader->maxs[2] = -99999.0;
//Convert the vertices
for (j=0; j<pheader->poseverts; j++) {
k = i*pheader->poseverts+j;
verts[k].v[0] = xyz[k].xyz[0]*MD3_XYZ_SCALE;
verts[k].v[1] = xyz[k].xyz[1]*MD3_XYZ_SCALE;
verts[k].v[2] = xyz[k].xyz[2]*MD3_XYZ_SCALE;
verts[k].lightnormalindex = xyz[k].normal;
//setup correct surface bounding box
for (l=0; l<3; l++) {
pheader->mins[l] = min(pheader->mins[l],verts[k].v[l]);
pheader->maxs[l] = max(pheader->maxs[l],verts[k].v[l]);
}
}
//setup correct model bounding box
for (j=0; j<3; j++) {
mod->mins[j] = min(mod->mins[j],pheader->mins[j]);
mod->maxs[j] = max(mod->maxs[j],pheader->maxs[j]);
}
}
//Con_Printf("%s: %f,%f,%f %f,%f,%f\n",loadname,mod->mins[0],mod->mins[1],mod->mins[2],mod->maxs[0],mod->maxs[1],mod->maxs[2]);
//Convert the triangles
tris = Hunk_Alloc (pheader->numtris * sizeof(mtriangle_t));
pheader->triangles = (byte *)tris - (byte *)pheader;
tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
for (i=0; i<pheader->numtris; i++) {
for (j=0; j<3; j++) {
tris[i].vertindex[j] = tri[i].indexes[j];
tris[i].neighbours[j] = -1;
}
tris[i].facesfront = true; //doesn't matter
}
//Setup connectivity
for (i=0; i<pheader->numtris; i++)
for (j=0 ; j<3 ; j++) {
//none found yet
if (tris[i].neighbours[j] == -1) {
tris[i].neighbours[j] = findneighbourmd3(i, j, pheader->numtris, tris);
}
}
//Calculate plane equations
norms = Hunk_Alloc (pheader->numtris * pheader->numposes * sizeof(plane_t));
pheader->planes = (byte *)norms - (byte *)pheader;
for (i=0; i<pheader->numposes; i++) {
for (j=0; j<pheader->numtris ; j++) {
//make 3 vec3_t's of this triangle's vertices
for (k=0; k<3; k++) {
v = &verts[i*pheader->poseverts + tris[j].vertindex[k]];
for (l=0; l<3; l++)
triangle[k][l] = v->v[l];
}
//calculate their normal
VectorSubtract(triangle[0], triangle[1], v1);
VectorSubtract(triangle[2], triangle[1], v2);
CrossProduct(v2,v1, normal);
VectorScale(normal, 1/Length(normal), norms[i*pheader->numtris+j].normal);
//distance of plane eq
norms[i*pheader->numtris+j].dist = DotProduct(triangle[0],norms[i*pheader->numtris+j].normal);
}
}
//Convert texcoords for triangles
texcoords = Hunk_Alloc (pheader->poseverts * sizeof(fstvert_t));
pheader->texcoords = (byte *)texcoords - (byte *)pheader;
st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
for (i=0; i<pheader->poseverts ; i++) {
texcoords[i].s = st[i].s;
texcoords[i].t = st[i].t;
}
//Create index lists
indecies = Hunk_Alloc (pheader->numtris * sizeof(int) * 3);
pheader->indecies = (byte *)indecies - (byte *)pheader;
for (i=0 ; i<pheader->numtris ; i++) {
for (j=0 ; j<3 ; j++) {
//Throw vertex index into our index array
(*indecies) = tris[i].vertindex[j];
indecies++;
}
}
//Calculate tangents for vertices
tangents = Hunk_Alloc (pheader->poseverts * pheader->numposes * sizeof(vec3_t));
pheader->tangents = (byte *)tangents - (byte *)pheader;
//for all frames
for (i=0; i<pheader->numposes; i++) {
//set temp to zero
for (j=0; j<pheader->poseverts; j++) {
tangents[i*pheader->poseverts+j][0] = 0;
tangents[i*pheader->poseverts+j][1] = 0;
tangents[i*pheader->poseverts+j][2] = 0;
numNormals[j] = 0;
}
//for all tris
for (j=0; j<pheader->numtris; j++) {
vec3_t tangent;
TangentForTrimd3(&tris[j],norms[i*pheader->numtris+j].normal,
&verts[i*pheader->poseverts],texcoords,tangent);
//for all vertices in the tri
for (k=0; k<3; k++) {
l = tris[j].vertindex[k];
VectorAdd(tangents[i*pheader->poseverts+l],tangent,
tangents[i*pheader->poseverts+l]);
numNormals[l]++;
}
}
//calculate average
for (j=0; j<pheader->poseverts; j++) {
if (!numNormals[j]) continue;
tangents[i*pheader->poseverts+j][0] = tangents[i*pheader->poseverts+j][0]/numNormals[j];
tangents[i*pheader->poseverts+j][1] = tangents[i*pheader->poseverts+j][1]/numNormals[j];
tangents[i*pheader->poseverts+j][2] = tangents[i*pheader->poseverts+j][2]/numNormals[j];
VectorNormalize(tangents[i*pheader->poseverts+j]);
}
}
//Load skins
for (i=0; i<16; i++)
fake[i] = 254;
shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
if (!shader->name[0]) {
Q_strcpy(shader->name,"unnamed");
}
COM_StripExtension (shader->name, shadername);
pheader->shader = GL_ShaderForName(shadername);
#ifdef MD3DEBUG
Con_Printf("Load shader %s\n",shadername);
#endif
// next surface
surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
} /* for numsurf */
//calculate radius
mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
/* monster or player models only ? */
/* tags */
/*
tag = (md3tag_t *)( (byte *)pinmodel + pinmodel->ofsTags );
for (i = 0; i< pinmodel->numTags; ++i){
Con_Printf("Tag %s\n",tag[i].name);
// swap everything first
for ( j = 0 ; j < 3 ; j++ ) {
tag[i].origin[j] = LittleFloat( tag[i].origin[j] );
tag[i].axis[0][j] = LittleFloat( tag[i].axis[0][j] );
tag[i].axis[1][j] = LittleFloat( tag[i].axis[1][j] );
tag[i].axis[2][j] = LittleFloat( tag[i].axis[2][j] );
}
// then look for supported tags
// weapon tag ?
if (!strcmp(tag[i].name,"tag_weapon")){
// for weapon, we only need origin, as the weapon
// follows the player look
VectorCopy(palias3->weaponTag.origin,tag[i].origin);
}
}
*/
if (!strcmp (mod->name, "progs/g_shot.mdl") || //Hack to give .md3 files renamed to .mdl rotate effects - Eradicator
!strcmp (mod->name, "progs/g_nail.mdl") ||
!strcmp (mod->name, "progs/g_nail2.mdl") ||
!strcmp (mod->name, "progs/g_rock.mdl") ||
!strcmp (mod->name, "progs/g_rock2.mdl") ||
!strcmp (mod->name, "progs/g_light.mdl") ||
!strcmp (mod->name, "progs/armor.mdl") ||
!strcmp (mod->name, "progs/backpack.mdl") ||
!strcmp (mod->name, "progs/w_g_key.mdl") ||
!strcmp (mod->name, "progs/w_s_key.mdl") ||
!strcmp (mod->name, "progs/m_g_key.mdl") ||
!strcmp (mod->name, "progs/m_s_key.mdl") ||
!strcmp (mod->name, "progs/b_g_key.mdl") ||
!strcmp (mod->name, "progs/b_s_key.mdl") ||
!strcmp (mod->name, "progs/quaddama.mdl") ||
!strcmp (mod->name, "progs/invisibl.mdl") ||
!strcmp (mod->name, "progs/invulner.mdl") ||
!strcmp (mod->name, "progs/jetpack.mdl") ||
!strcmp (mod->name, "progs/cube.mdl") ||
!strcmp (mod->name, "progs/suit.mdl") ||
!strcmp (mod->name, "progs/boots.mdl") ||
!strcmp (mod->name, "progs/end1.mdl") ||
!strcmp (mod->name, "progs/end2.mdl") ||
!strcmp (mod->name, "progs/end3.mdl") ||
!strcmp (mod->name, "progs/end4.mdl")) {
mod->flags |= EF_ROTATE;
}
else if (!strcmp (mod->name, "progs/missile.mdl")) {
mod->flags |= EF_ROCKET;
}
else if (!strcmp (mod->name, "progs/gib1.mdl") || //EF_GIB
!strcmp (mod->name, "progs/gib2.mdl") ||
!strcmp (mod->name, "progs/gib3.mdl") ||
!strcmp (mod->name, "progs/h_player.mdl") ||
!strcmp (mod->name, "progs/h_dog.mdl") ||
!strcmp (mod->name, "progs/h_mega.mdl") ||
!strcmp (mod->name, "progs/h_guard.mdl") ||
!strcmp (mod->name, "progs/h_wizard.mdl") ||
!strcmp (mod->name, "progs/h_knight.mdl") ||
!strcmp (mod->name, "progs/h_hellkn.mdl") ||
!strcmp (mod->name, "progs/h_zombie.mdl") ||
!strcmp (mod->name, "progs/h_shams.mdl") ||
!strcmp (mod->name, "progs/h_shal.mdl") ||
!strcmp (mod->name, "progs/h_ogre.mdl") ||
!strcmp (mod->name, "progs/armor.mdl") ||
!strcmp (mod->name, "progs/h_demon.mdl")) {
mod->flags |= EF_GIB;
}
else if (!strcmp (mod->name, "progs/grenade.mdl")) {
mod->flags |= EF_GRENADE;
}
else if (!strcmp (mod->name, "progs/w_spike.mdl")) //EF_TRACER
{
mod->flags |= EF_TRACER;
}
else if (!strcmp (mod->name, "progs/k_spike.mdl")) //EF_TRACER2
{
mod->flags |= EF_TRACER2;
}
else if (!strcmp (mod->name, "progs/v_spike.mdl")) //EF_TRACER3
{
mod->flags |= EF_TRACER3;
}
else if (!strcmp (mod->name, "progs/zom_gib.mdl")) //EF_ZOMGIB
{
mod->flags |= EF_ZOMGIB;
}
//
// move the complete, relocatable alias model to the cache
//
end = Hunk_LowMark ();
total = end - start;
Cache_Alloc (&mod->cache, total, loadname);
if (!mod->cache.data)
return;
memcpy (mod->cache.data, palias3, total);
Hunk_FreeToLowMark (start);
}