Merge branch 'master' into next
This commit is contained in:
commit
17570c1ad6
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@ -33,6 +33,7 @@
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#include "hw_drv.h"
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#include "hw_drv.h"
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#include "hw_light.h"
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#include "hw_light.h"
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#include "hw_md2.h"
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#include "hw_md2.h"
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#include "../d_main.h"
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#include "../r_bsp.h"
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#include "../r_bsp.h"
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#include "../r_main.h"
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#include "../r_main.h"
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#include "../m_misc.h"
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#include "../m_misc.h"
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@ -67,6 +68,10 @@
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#endif
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#endif
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#endif
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#endif
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#ifndef errno
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#include "errno.h"
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#endif
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#define NUMVERTEXNORMALS 162
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#define NUMVERTEXNORMALS 162
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float avertexnormals[NUMVERTEXNORMALS][3] = {
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float avertexnormals[NUMVERTEXNORMALS][3] = {
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{-0.525731f, 0.000000f, 0.850651f},
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{-0.525731f, 0.000000f, 0.850651f},
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@ -288,7 +293,8 @@ static md2_model_t *md2_readModel(const char *filename)
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if (model == NULL)
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if (model == NULL)
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return 0;
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return 0;
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file = fopen(filename, "rb");
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//Filename checking fixed ~Monster Iestyn and Golden
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file = fopen(va("%s"PATHSEP"%s", srb2home, filename), "rb");
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if (!file)
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if (!file)
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{
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{
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free(model);
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free(model);
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@ -477,7 +483,8 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_
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#endif
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#endif
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#endif
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#endif
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png_FILE_p png_FILE;
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png_FILE_p png_FILE;
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char *pngfilename = va("md2/%s", filename);
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//Filename checking fixed ~Monster Iestyn and Golden
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char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pngfilename, ".png");
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FIL_ForceExtension(pngfilename, ".png");
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png_FILE = fopen(pngfilename, "rb");
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png_FILE = fopen(pngfilename, "rb");
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@ -605,7 +612,8 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
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size_t pw, ph, size, ptr = 0;
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size_t pw, ph, size, ptr = 0;
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INT32 ch, rep;
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INT32 ch, rep;
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FILE *file;
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FILE *file;
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char *pcxfilename = va("md2/%s", filename);
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//Filename checking fixed ~Monster Iestyn and Golden
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char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
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FIL_ForceExtension(pcxfilename, ".pcx");
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FIL_ForceExtension(pcxfilename, ".pcx");
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file = fopen(pcxfilename, "rb");
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file = fopen(pcxfilename, "rb");
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@ -795,11 +803,12 @@ void HWR_InitMD2(void)
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}
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}
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// read the md2.dat file
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// read the md2.dat file
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f = fopen("md2.dat", "rt");
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//Filename checking fixed ~Monster Iestyn and Golden
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f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
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if (!f)
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if (!f)
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{
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{
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CONS_Printf("%s", M_GetText("Error while loading md2.dat\n"));
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CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno));
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nomd2s = true;
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nomd2s = true;
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return;
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return;
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}
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}
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@ -861,7 +870,8 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
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CONS_Printf("AddPlayerMD2()...\n");
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CONS_Printf("AddPlayerMD2()...\n");
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// read the md2.dat file
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// read the md2.dat file
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f = fopen("md2.dat", "rt");
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//Filename checking fixed ~Monster Iestyn and Golden
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f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
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if (!f)
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if (!f)
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{
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{
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@ -906,7 +916,8 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
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return;
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return;
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// Read the md2.dat file
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// Read the md2.dat file
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f = fopen("md2.dat", "rt");
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//Filename checking fixed ~Monster Iestyn and Golden
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f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
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if (!f)
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if (!f)
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{
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{
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@ -1347,7 +1358,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
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frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
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buff = md2->model->glCommandBuffer;
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buff = md2->model->glCommandBuffer;
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curr = &md2->model->frames[frame];
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curr = &md2->model->frames[frame];
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if (cv_grmd2.value == 1)
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if (cv_grmd2.value == 1 && tics <= durs)
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{
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{
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// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
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// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
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if (spr->mobj->frame & FF_ANIMATE)
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if (spr->mobj->frame & FF_ANIMATE)
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@ -56,7 +56,9 @@ typedef off_t off64_t;
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#endif
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#endif
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#endif
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#endif
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#if defined (_WIN32)
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#if defined(__MINGW32__) && ((__GNUC__ > 7) || (__GNUC__ == 6 && __GNUC_MINOR__ >= 3))
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#define PRIdS "u"
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#elif defined (_WIN32)
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#define PRIdS "Iu"
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#define PRIdS "Iu"
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#elif defined (_PSP) || defined (_arch_dreamcast) || defined (DJGPP) || defined (_WII) || defined (_NDS) || defined (_PS3)
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#elif defined (_PSP) || defined (_arch_dreamcast) || defined (DJGPP) || defined (_WII) || defined (_NDS) || defined (_PS3)
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#define PRIdS "u"
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#define PRIdS "u"
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