mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-29 23:22:23 +00:00
9998050654
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
324 lines
5.2 KiB
C
324 lines
5.2 KiB
C
#include "p3dlib.h"
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#define MAX_POLYSETS 64
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#if defined (__linux__) || defined (__APPLE__)
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#define _strcmpi Q_stricmp
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#define filelength Q_filelength
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#define strlwr strlower
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#endif
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typedef struct
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{
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long len;
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int numPairs;
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char polysetNames[MAX_POLYSETS][256];
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char shaders[MAX_POLYSETS][256];
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char *buffer, *curpos;
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} p3d_t;
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static p3d_t p3d;
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static int P3DProcess();
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static int P3DGetToken( int restOfLine );
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static char s_token[1024];
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static int s_curpair;
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/*
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** P3DLoad
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**
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*/
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int P3DLoad( const char *filename )
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{
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FILE *fp = fopen( filename, "rb" );
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if ( !fp )
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return 0;
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memset( &p3d, 0, sizeof( p3d ) );
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p3d.len = filelength( fileno( fp ) );
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p3d.curpos = p3d.buffer = malloc( p3d.len );
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if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 )
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{
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fclose( fp );
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return 0;
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}
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fclose( fp );
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return P3DProcess();
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}
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/*
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** P3DClose
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**
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*/
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void P3DClose()
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{
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if ( p3d.buffer )
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{
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free( p3d.buffer );
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p3d.buffer = 0;
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}
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}
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int CharIsTokenDelimiter( int ch )
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{
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if ( ch <= 32 )
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return 1;
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return 0;
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}
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int P3DSkipToToken( const char *name )
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{
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while ( P3DGetToken( 0 ) )
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{
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if ( !_strcmpi( s_token, name ) )
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return 1;
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}
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return 0;
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}
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/*
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** P3DGetToken
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**
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*/
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int P3DGetToken( int restOfLine )
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{
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int i = 0;
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if ( p3d.buffer == 0 )
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return 0;
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if ( ( p3d.curpos - p3d.buffer ) == p3d.len )
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return 0;
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// skip over crap
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while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) &&
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( *p3d.curpos <= 32 ) )
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{
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p3d.curpos++;
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}
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while ( ( p3d.curpos - p3d.buffer ) < p3d.len )
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{
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s_token[i] = *p3d.curpos;
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p3d.curpos++;
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i++;
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if ( ( CharIsTokenDelimiter( s_token[i-1] ) && !restOfLine ) ||
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( ( s_token[i-1] == '\n' ) ) )
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{
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s_token[i-1] = 0;
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break;
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}
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}
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s_token[i] = 0;
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return 1;
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}
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int P3DGetNextPair( char **psetName, char **associatedShader )
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{
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if ( s_curpair < p3d.numPairs )
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{
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*psetName = p3d.polysetNames[s_curpair];
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*associatedShader = p3d.shaders[s_curpair];
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s_curpair++;
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return 1;
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}
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return 0;
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}
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int P3DSkipToTokenInBlock( const char *name )
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{
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int iLevel = 0;
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while ( P3DGetToken( 0 ) )
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{
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if ( !_strcmpi( s_token, "}" ) )
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iLevel--;
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else if ( !_strcmpi( s_token, "{" ) )
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iLevel++;
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if ( !_strcmpi( s_token, name ) )
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return 1;
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if ( iLevel == 0 )
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{
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return 0;
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}
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}
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return 0;
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}
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/*
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** P3DProcess
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**
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** Nothing fancy here.
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*/
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int P3DProcess()
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{
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s_curpair = 0;
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// first token should be a string
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P3DGetToken( 1 ); // Voodoo Ascii File
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// skip to the first Obj declaration
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while ( P3DGetToken( 0 ) )
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{
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if ( !_strcmpi( s_token, "Obj" ) )
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{
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int j = 0, k = 0;
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if ( P3DSkipToToken( "Text" ) )
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{
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if ( P3DSkipToTokenInBlock( "TMap" ) )
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{
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char *p;
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if ( !P3DSkipToToken( "Path" ) )
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return 0;
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if ( !P3DGetToken( 1 ) )
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return 0;
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while ( s_token[j] != 0 )
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{
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if ( s_token[j] == '\\' )
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{
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j++;
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p3d.shaders[p3d.numPairs][k] = '/';
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}
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else
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{
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p3d.shaders[p3d.numPairs][k] = s_token[j];
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}
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j++;
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k++;
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}
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p3d.shaders[p3d.numPairs][k] = 0;
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//
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// strip off any explicit extensions
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//
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if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 )
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{
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while ( *p )
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{
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if ( *p == '.' )
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{
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*p = 0;
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break;
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}
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p++;
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}
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}
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//
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// skip to the end of the Object and grab its name
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//
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if ( !P3DSkipToToken( "Name" ) )
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return 0;
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if ( P3DGetToken( 0 ) )
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{
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// strip off leading 'Obj_' if it exists
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if ( strstr( s_token, "Obj_" ) == s_token )
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strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) );
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else
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strcpy( p3d.polysetNames[p3d.numPairs], s_token );
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// strip off trailing unused color information
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// if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 )
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// *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0;
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p3d.numPairs++;
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}
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else
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{
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return 0;
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}
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}
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}
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}
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}
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s_curpair = 0;
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return 1;
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}
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#if 0
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void SkinFromP3D( const char *file )
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{
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char filename[1024];
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char *psetName, *associatedShader;
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/*
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** a P3D file contains a list of polysets, each with a list of associated
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** texture names that constitute it's
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**
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** Thus:
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**
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** P3D file -> skin
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** polyset -> polyset
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** texture -> texture.SHADER becomes polyset's shader
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*/
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sprintf( filename, "%s/%s", g_cddir, file );
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if ( !P3DLoad( filename ) )
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Error( "unable to load '%s'", filename );
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while ( P3DGetNextPair( &psetName, &associatedShader ) )
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{
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int i;
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// find the polyset in the object that this particular pset/shader pair
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// corresponds to and append the shader to it
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for ( i = 0; i < g_data.model.numSurfaces; i++ )
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{
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if ( !_strcmpi( g_data.surfData[i].header.name, psetName) )
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{
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char *p;
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if ( strstr( associatedShader, gamedir + 1 ) )
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{
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p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1;
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}
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else
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{
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p = associatedShader;
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}
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strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p );
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g_data.surfData[i].header.numShaders++;
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}
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}
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}
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P3DClose();
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}
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#endif
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