VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
+ // if we're loading a worldmodel, then this is a level change
+ if (mod->isworldmodel)
+ {
+ // clear out any stale submodels or worldmodels lying around
+ // if we did this clear before now, an error might abort loading and
+ // leave things in a bad state
+ Mod_RemoveStaleWorldModels(mod);
+ // reload q3 shaders, to make sure they are ready to go for this level
+ // (including any models loaded for this level)
+ Mod_LoadQ3Shaders();
+ }
+
if (buf)
{
char *bufend = (char *)buf + filesize;
else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
- else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
{
- unsigned short hash = CRC_Block ((const unsigned char *)shader->name, strlen (shader->name));
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
q3shader_hash_entry_t* lastEntry = NULL;
while (entry != NULL)
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, "{"))
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]);
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)
{
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
{
- unsigned short hash = CRC_Block ((const unsigned char *)name, strlen (name));
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
while (entry != NULL)
{
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
}
}
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)
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
- texture->basepolygonoffset -= 2;
+ texture->biaspolygonoffset -= 2;
if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
texture->basematerialflags |= MATERIALFLAG_REFRACTION;
if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
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"))
{