]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
renamed MATERIALFLAG_WATER to MATERIALFLAG_WATERSCROLL
[xonotic/darkplaces.git] / model_shared.c
index 5ad5cf40044587306c79a64679ac06675ee1132b..9899adcf1653b9e9362132a83b0f211a727b5fca 100644 (file)
@@ -1207,6 +1207,7 @@ void Mod_LoadQ3Shaders(void)
                        Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1582,7 +1583,7 @@ void Mod_LoadQ3Shaders(void)
                                        shader.reflectfactor = atof(parameter[1]);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
                                }
-                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
                                        shader.reflectmin = atof(parameter[1]);
@@ -1591,6 +1592,7 @@ void Mod_LoadQ3Shaders(void)
                                        shader.reflectfactor = atof(parameter[4]);
                                        Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                                       shader.r_water_wateralpha = atof(parameter[11]);
                                }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
@@ -1694,7 +1696,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texture->basematerialflags = 0;
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        if (shader->skyboxname[0])
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
@@ -1702,15 +1704,9 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        }
                }
                else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                else
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = MATERIALFLAG_WALL;
                if (shader->layers[0].alphatest)
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
@@ -1812,6 +1808,7 @@ nothing                GL_ZERO GL_ONE
                Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
        }
        else if (!strcmp(texture->name, "noshader"))
        {