void SwapBSPFile( void ){
int i, j;
-
+ shaderInfo_t *si;
/* models */
SwapBlock( (int*) bspModels, numBSPModels * sizeof( bspModels[ 0 ] ) );
/* shaders (don't swap the name) */
for ( i = 0; i < numBSPShaders ; i++ )
{
+ si = ShaderInfoForShader( bspShaders[ i ].shader );
+ if ( si->remapShader && si->remapShader[ 0 ] ) {
+ strcpy( bspShaders[ i ].shader, si->remapShader );
+ }
+
bspShaders[ i ].contentFlags = LittleLong( bspShaders[ i ].contentFlags );
bspShaders[ i ].surfaceFlags = LittleLong( bspShaders[ i ].surfaceFlags );
}
char *sentinel = newCommandLine + sizeof( newCommandLine ) - 1;
int i;
+if (nocmdline)
+{
+ return;
+}
previousCommandLine = ValueForKey( &entities[0], "_q3map2_cmdline" );
if ( previousCommandLine && *previousCommandLine ) {
inpos = previousCommandLine;