static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
{
const char *bufptr;
- const char *name;
int start, len;
float fps;
unsigned int i;
qboolean loop;
+ char name[64];
bufptr = buf;
i = 0;
- for(;;)
+ while(bufptr)
{
// an anim scene!
- if (!COM_ParseToken_Simple(&bufptr, true, false, false))
- break;
+
+ // REQUIRED: fetch start
+ COM_ParseToken_Simple(&bufptr, true, false, true);
+ if (!bufptr)
+ break; // end of file
if (!strcmp(com_token, "\n"))
continue; // empty line
start = atoi(com_token);
- if (!COM_ParseToken_Simple(&bufptr, true, false, false))
- break;
- if (!strcmp(com_token, "\n"))
+
+ // REQUIRED: fetch length
+ COM_ParseToken_Simple(&bufptr, true, false, true);
+ if (!bufptr || !strcmp(com_token, "\n"))
{
Con_Printf("framegroups file: missing number of frames\n");
continue;
}
len = atoi(com_token);
- if (!COM_ParseToken_Simple(&bufptr, true, false, false))
- break;
- // we default to looping as it's usually wanted, so to NOT loop you append a 0
- if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
+
+ // OPTIONAL args start
+ COM_ParseToken_Simple(&bufptr, true, false, true);
+
+ // OPTIONAL: fetch fps
+ fps = 20;
+ if (bufptr && strcmp(com_token, "\n"))
{
fps = atof(com_token);
- if (!COM_ParseToken_Simple(&bufptr, true, false, false))
- break;
- if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
- loop = atoi(com_token) != 0;
- else
- loop = true;
- }
- else
- {
- fps = 20;
- loop = true;
+ COM_ParseToken_Simple(&bufptr, true, false, true);
}
- if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
+ // OPTIONAL: fetch loopflag
+ loop = true;
+ if (bufptr && strcmp(com_token, "\n"))
{
- while (COM_ParseToken_Simple(&bufptr, true, false, false)) // fetch newline
- {
- if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
- Con_Printf("framegroups file: extra data (%s) found, skipped\n", com_token);
- else
- break;
- }
+ loop = (atoi(com_token) != 0);
+ COM_ParseToken_Simple(&bufptr, true, false, true);
}
- name = NULL;
- if(!strcmp(com_token, "//"))
+ // OPTIONAL: fetch name
+ name[0] = 0;
+ if (bufptr && strcmp(com_token, "\n"))
{
- if (COM_ParseToken_Simple(&bufptr, true, false, false))
- {
- if(strcmp(com_token, "\n"))
- {
- name = com_token;
- // skip to EOL
- while (*bufptr && !(*bufptr == '\n' || *bufptr == '\r'))
- bufptr++;
- while (*bufptr && (*bufptr == '\n' || *bufptr == '\r'))
- bufptr++;
- }
- }
+ strlcpy(name, com_token, sizeof(name));
+ COM_ParseToken_Simple(&bufptr, true, false, true);
}
- Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
+
+ // OPTIONAL: remaining unsupported tokens (eat them)
+ while (bufptr && strcmp(com_token, "\n"))
+ COM_ParseToken_Simple(&bufptr, true, false, true);
+
+ //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
if(cb)
- cb(i, start, len, fps, loop, name, pass);
+ cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
++i;
}
// errors can prevent the corresponding mod->loaded = true;
mod->loaded = false;
+ // default lightmap scale
+ mod->lightmapscale = 1;
+
// default model radius and bounding box (mainly for missing models)
mod->radius = 16;
VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
{
if (developer_loading.integer)
Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
- texture->surfaceparms = shader->surfaceparms;
// allow disabling of picmip or compression by defaulttexflags
texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
// if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
// if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
+ texture->surfaceflags = 0;
+ if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
+ // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
+ if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
+ if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
+ if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
+ if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
+ if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
+
if (shader->dpmeshcollisions)
texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
if (shader->dpshaderkill && developer_extra.integer)
{
if (developer_extra.integer)
Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
- texture->surfaceparms = 0;
texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
}
else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
{
if (developer_extra.integer)
Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
- texture->surfaceparms = 0;
texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
texture->supercontents = SUPERCONTENTS_SOLID;
}
{
if (developer_extra.integer)
Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
- texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
{
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;