diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 3e2e5030c..1f3b56e22 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5340,14 +5340,14 @@ static void HWR_DrawSprites(void) #endif if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { - if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) + if (!cv_grmdls.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) HWR_DrawSprite(spr); else HWR_DrawMD2(spr); } else { - if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f) + if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f) HWR_DrawSprite(spr); else HWR_DrawMD2(spr); @@ -5471,7 +5471,7 @@ static void HWR_ProjectSprite(mobj_t *thing) tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin); // thing is behind view plane? - if (tz < ZCLIP_PLANE && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear + if (tz < ZCLIP_PLANE && (!cv_grmdls.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear return; // The above can stay as it works for cutting sprites that are too close diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index fdd86bbf1..bffb44d6b 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -80,7 +80,7 @@ extern consvar_t cv_grcoronas; extern consvar_t cv_grcoronasize; #endif extern consvar_t cv_grfov; -extern consvar_t cv_grmd2; +extern consvar_t cv_grmdls; extern consvar_t cv_grfog; extern consvar_t cv_grfogcolor; extern consvar_t cv_grfogdensity; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 8bc33ea0f..4bb86cdf1 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -159,7 +159,7 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_ #endif png_FILE_p png_FILE; //Filename checking fixed ~Monster Iestyn and Golden - char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename); + char *pngfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename); FIL_ForceExtension(pngfilename, ".png"); png_FILE = fopen(pngfilename, "rb"); @@ -288,7 +288,7 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h, INT32 ch, rep; FILE *file; //Filename checking fixed ~Monster Iestyn and Golden - char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename); + char *pcxfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename); FIL_ForceExtension(pcxfilename, ".pcx"); file = fopen(pcxfilename, "rb"); @@ -477,13 +477,13 @@ void HWR_InitMD2(void) md2_models[i].error = false; } - // read the md2.dat file + // read the mdls.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); if (!f) { - CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno)); + CONS_Printf("%s %s\n", M_GetText("Error while loading mdls.dat:"), strerror(errno)); nomd2s = true; return; } @@ -491,7 +491,7 @@ void HWR_InitMD2(void) { if (stricmp(name, "PLAY") == 0) { - CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n"); + CONS_Printf("MD2 for sprite PLAY detected in mdls.dat, use a player skin instead!\n"); continue; } @@ -525,7 +525,7 @@ void HWR_InitMD2(void) } } // no sprite/player skin name found?!? - CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name); + CONS_Printf("Unknown sprite/player skin %s detected in mdls.dat\n", name); md2found: // move on to next line... continue; @@ -544,13 +544,13 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup CONS_Printf("AddPlayerMD2()...\n"); - // read the md2.dat file + // read the mdls.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); if (!f) { - CONS_Printf("Error while loading md2.dat\n"); + CONS_Printf("Error while loading mdls.dat\n"); nomd2s = true; return; } @@ -579,7 +579,7 @@ playermd2found: void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startup { FILE *f; - // name[18] is used to check for names in the md2.dat file that match with sprites or player skins + // name[18] is used to check for names in the mdls.dat file that match with sprites or player skins // sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long char name[18], filename[32]; float scale, offset; @@ -590,13 +590,13 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check return; - // Read the md2.dat file + // Read the mdls.dat file //Filename checking fixed ~Monster Iestyn and Golden - f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt"); + f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt"); if (!f) { - CONS_Printf("Error while loading md2.dat\n"); + CONS_Printf("Error while loading mdls.dat\n"); nomd2s = true; return; } @@ -895,7 +895,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) md2_t *md2; UINT8 color[4]; - if (!cv_grmd2.value) + if (!cv_grmdls.value) return; if (spr->precip) @@ -974,8 +974,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr) return; // we already failed loading this before :( if (!md2->model) { - //CONS_Debug(DBG_RENDER, "Loading MD2... (%s)", sprnames[spr->mobj->sprite]); - sprintf(filename, "md2/%s", md2->filename); + //CONS_Debug(DBG_RENDER, "Loading model... (%s)", sprnames[spr->mobj->sprite]); + sprintf(filename, "mdls/%s", md2->filename); md2->model = md2_readModel(filename); if (md2->model) @@ -1034,7 +1034,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames; #ifdef USE_MODEL_NEXTFRAME - if (cv_grmd2.value == 1 && tics <= durs) + if (cv_grmdls.value == 1 && tics <= durs) { // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation if (spr->mobj->frame & FF_ANIMATE) diff --git a/src/r_main.c b/src/r_main.c index 96b4ddc26..3e4776908 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -1405,7 +1405,7 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_grcoronas); CV_RegisterVar(&cv_grcoronasize); #endif - CV_RegisterVar(&cv_grmd2); + CV_RegisterVar(&cv_grmdls); CV_RegisterVar(&cv_grspritebillboarding); #endif diff --git a/src/v_video.c b/src/v_video.c index 687d489ca..c9435deb2 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -79,7 +79,7 @@ consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT, 0, NULL, 0 static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}}; // console variables in development -consvar_t cv_grmd2 = {"gr_md2", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_grmdls = {"gr_mdls", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif