Changeset 203
- Timestamp:
- 03/04/08 11:33:05 (5 months ago)
- Files:
-
- GtkRadiant/branches/ZeroRadiant/libs/picomodel/pm_md2.c (modified) (2 diffs)
- GtkRadiant/branches/ZeroRadiant/radiant/preferences.cpp (modified) (1 diff)
- GtkRadiant/branches/ZeroRadiant/radiant/preferences.h (modified) (1 diff)
- GtkRadiant/branches/ZeroRadiant/radiant/surfaceplugin.cpp (modified) (1 diff)
Legend:
- Unmodified
- Added
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- Modified
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GtkRadiant/branches/ZeroRadiant/libs/picomodel/pm_md2.c
r183 r203 338 338 md2Triangle_t *p_md2Triangle; 339 339 340 char path[ MD2_MAX_SKINNAME ]; 340 341 char skinname[ MD2_MAX_SKINNAME ]; 341 md2_t *md2;342 md2St_t *texCoord;342 md2_t *md2; 343 md2St_t *texCoord; 343 344 md2Frame_t *frame; 344 345 md2Triangle_t *triangle; … … 436 437 437 438 // Print out md2 values 438 _pico_printf(PICO_VERBOSE,"Skins: %d Verts: %d STs: %d Triangles: %d Frames: %d\nSkin Name \"%s\"\n", md2->numSkins, md2->numXYZ, md2->numST, md2->numTris, md2->numFrames, &skinname ); 439 439 _pico_printf(PICO_VERBOSE,"Skins: %d Verts: %d STs: %d Triangles: %d Frames: %d\nSkin Name \"%s\"\n", md2->numSkins, md2->numXYZ, md2->numST, md2->numTris, md2->numFrames, skinname ); 440 441 // relative texture path - allows moving of models in game dir structure without changing the skinpath 442 // e.g. used in ufo:ai 443 if (skinname[0] == '.') { 444 strncpy(path, fileName, MD2_MAX_SKINNAME); 445 for (i = MD2_MAX_SKINNAME; i--;) { 446 // skip filename 447 if (path[i] == '/' || path[i] == '\\') 448 break; 449 path[i] = '\0'; 450 } 451 strncat(path, &skinname[1], MD2_MAX_SKINNAME); 452 strncpy(skinname, path, MD2_MAX_SKINNAME); 453 454 // Print out md2 values 455 _pico_printf(PICO_VERBOSE,"Relative skin path converted to: \"%s\" (%s)\n", skinname, fileName ); 456 } 457 440 458 // detox Skin name 441 459 _pico_setfext( skinname, "" ); GtkRadiant/branches/ZeroRadiant/radiant/preferences.cpp
r200 r203 747 747 mGameFile = GameFile; 748 748 749 prop = (char*)xmlGetProp(pNode, (xmlChar*)"quake2"); 750 if (prop == NULL) 751 { 752 // default 753 quake2 = false; 754 } 755 else 756 { 757 quake2 = true; 758 xmlFree(prop); 759 } 760 749 761 prop = (char*)xmlGetProp(pNode, (xmlChar*)"basegame"); 750 762 if (prop == NULL) GtkRadiant/branches/ZeroRadiant/radiant/preferences.h
r197 r203 181 181 bool mNoPatch; ///< this game doesn't support patch technology 182 182 Str mCaulkShader; ///< the shader to use for caulking 183 bool quake2; ///< set this to true to get quake2 183 184 184 185 CGameDescription() { mpDoc = NULL; } GtkRadiant/branches/ZeroRadiant/radiant/surfaceplugin.cpp
r185 r203 169 169 bool b_isQuake2; 170 170 171 if ( ( g_pGameDescription-> mGameFile == "q2.game" ) || ( g_pGameDescription->mGameFile == "heretic2.game" ) )171 if ( ( g_pGameDescription->quake2 ) || ( g_pGameDescription->mGameFile == "q2.game" ) || ( g_pGameDescription->mGameFile == "heretic2.game" ) ) 172 172 b_isQuake2 = true; 173 173 else
