]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
count empty packets in rate limiting
[xonotic/darkplaces.git] / model_brush.c
index 53191efd719c9c0e029cf32a218a6edd03728811..76219a6fef975d4c54171cf6cd35456bd516d7f2 100644 (file)
@@ -1334,27 +1334,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                m = (dmiptexlump_t *)(mod_base + l->fileofs);
                m->nummiptex = LittleLong (m->nummiptex);
                loadmodel->num_textures = m->nummiptex + 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
        else
        {
                m = NULL;
                loadmodel->num_textures = 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
 
        loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
 
        // fill out all slots with notexture
-       skinframe = R_SkinFrame_LoadMissing();
+       if (cls.state != ca_dedicated)
+               skinframe = R_SkinFrame_LoadMissing();
+       else
+               skinframe = NULL;
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
-               tx->numskinframes = 1;
-               tx->skinframerate = 1;
-               tx->skinframes[0] = skinframe;
-               tx->currentskinframe = tx->skinframes[0];
-               tx->basematerialflags = 0;
+               if (cls.state != ca_dedicated)
+               {
+                       tx->numskinframes = 1;
+                       tx->skinframerate = 1;
+                       tx->skinframes[0] = skinframe;
+                       tx->currentskinframe = tx->skinframes[0];
+                       tx->basematerialflags = 0;
+               }
                if (i == loadmodel->num_textures - 1)
                {
                        tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
@@ -1427,6 +1435,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
                }
 
+               if (tx->name[0] == '*')
+               {
+                       if (!strncmp(tx->name, "*lava", 5))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
+                       }
+                       else if (!strncmp(tx->name, "*slime", 6))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                       }
+                       else
+                       {
+                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
+                       }
+               }
+               else if (!strncmp(tx->name, "sky", 3))
+               {
+                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+               }
+               else
+               {
+                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
+               }
+
                if (cls.state != ca_dedicated)
                {
                        // LordHavoc: HL sky textures are entirely different than quake
@@ -1477,51 +1514,28 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                if (skinframe)
                                        tx->skinframes[0] = skinframe;
                        }
-               }
 
-               tx->basematerialflags = 0;
-               if (tx->name[0] == '*')
-               {
-                       // LordHavoc: some turbulent textures should not be affected by wateralpha
-                       if (strncmp(tx->name,"*lava",5)
-                        && strncmp(tx->name,"*teleport",9)
-                        && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-                       if (!strncmp(tx->name, "*lava", 5))
+                       tx->basematerialflags = 0;
+                       if (tx->name[0] == '*')
                        {
-                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
-                       }
-                       else if (!strncmp(tx->name, "*slime", 6))
-                       {
-                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                               // LordHavoc: some turbulent textures should not be affected by wateralpha
+                               if (strncmp(tx->name,"*lava",5)
+                                && strncmp(tx->name,"*teleport",9)
+                                && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+                                       tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        }
+                       else if (!strncmp(tx->name, "sky", 3))
+                               tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else
-                       {
-                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
-                       }
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
-               }
-               else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-               {
-                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-               }
-               else
-               {
-                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_WALL;
-               }
-               if (tx->skinframes[0]->fog)
-                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WALL;
+                       if (tx->skinframes[0] && tx->skinframes[0]->fog)
+                               tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
 
-               // start out with no animation
-               tx->currentframe = tx;
-               tx->currentskinframe = tx->skinframes[0];
+                       // start out with no animation
+                       tx->currentframe = tx;
+                       tx->currentskinframe = tx->skinframes[0];
+               }
        }
 
        // sequence the animations
@@ -4455,6 +4469,17 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
 
        loadmodel->data_textures = out;
        loadmodel->num_textures = count;
+       loadmodel->num_texturesperskin = loadmodel->num_textures;
+
+       for (i = 0;i < count;i++)
+       {
+               strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
+               out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+               out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+       }
+
+       if (cls.state == ca_dedicated)
+               return;
 
        // parse the Q3 shader files
        Mod_Q3BSP_LoadShaders();
@@ -4463,9 +4488,6 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
        for (i = 0;i < count;i++, in++, out++)
        {
                q3shaderinfo_t *shader;
-               strlcpy (out->name, in->name, sizeof (out->name));
-               out->surfaceflags = LittleLong(in->surfaceflags);
-               out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in->contents));
                shader = Mod_Q3BSP_LookupShader(out->name);
                if (shader)
                {
@@ -4538,7 +4560,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        }
                        if (!shader->lighting)
                                out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (shader->primarylayer && cls.state != ca_dedicated)
+                       if (shader->primarylayer)
                        {
                                int j;
                                out->numskinframes = shader->primarylayer->numframes;
@@ -4547,7 +4569,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                        if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0))))
                                                Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
-                       if (shader->backgroundlayer && cls.state != ca_dedicated)
+                       if (shader->backgroundlayer)
                        {
                                int j;
                                out->backgroundnumskinframes = shader->backgroundlayer->numframes;
@@ -4583,12 +4605,14 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
                        //if (R_TextureHasAlpha(out->skinframes[0].base))
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
-                       if (cls.state != ca_dedicated)
-                               if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP)))
-                                       Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+                       out->numskinframes = 1;
+                       if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP)))
+                               Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
                // init the animation variables
                out->currentframe = out;
+               if (out->numskinframes < 1)
+                       out->numskinframes = 1;
                if (!out->skinframes[0])
                        out->skinframes[0] = R_SkinFrame_LoadMissing();
                out->currentskinframe = out->skinframes[0];