#define Q3MAP_MOTD "Your map saw the pretty lights from q3map2's BFG"
+
+
/* -------------------------------------------------------------------------------
dependencies
------------------------------------------------------------------------------- */
-#if GDEF_OS_WINDOWS
- #define Q_stricmp stricmp
- #define Q_strncasecmp strnicmp
-#else
- #define Q_stricmp strcasecmp
- #define Q_strncasecmp strncasecmp
-#endif
+ #if GDEF_OS_WINDOWS
+ #define Q_stricmp stricmp
+ #define Q_strncasecmp strnicmp
+ #else
+ #define Q_stricmp strcasecmp
+ #define Q_strncasecmp strncasecmp
+ #endif
// hack to declare and define in the same file
#ifdef MAIN_C
#define C_ANTIPORTAL 0x00004000 /* like hint, but doesn't generate portals */
#define C_SKIP 0x00008000 /* like hint, but skips this face (doesn't split bsp) */
#define C_NOMARKS 0x00010000 /* no decals */
+#define C_OB 0x00020000 /* skip -noob for this */
#define C_DETAIL 0x08000000 /* THIS MUST BE THE SAME AS IN RADIANT! */
char *Q_strncpyz( char *dst, const char *src, size_t len );
char *Q_strcat( char *dst, size_t dlen, const char *src );
char *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen );
+int ShiftBSPMain( int argc, char **argv );
/* help.c */
void HelpMain(const char* arg);
,
#include "game_smokinguns.h" /* must be after game_quake3.h */
,
- #include "game_tremulous.h" /* LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
+ #include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
,
#include "game_unvanquished.h" /* must be after game_tremulous.h as they share defines! */
,
,
#include "game_sof2.h"
,
- #include "game_jk2.h" /* must be after game_sof2.h as they share defines! */
+ #include "game_jk2.h" /* must be after game_sof2.h as they share defines! */
,
- #include "game_ja.h" /* must be after game_jk2.h as they share defines! */
+ #include "game_ja.h" /* must be after game_jk2.h as they share defines! */
,
- #include "game_qfusion.h" /* qfusion game */
+ #include "game_qfusion.h" /* qfusion game */
,
#include "game_warsow.h" /* must be after game_qfusion.h as they share defines! */
,
/* commandline arguments */
+Q_EXTERN qboolean nocmdline Q_ASSIGN( qfalse );
Q_EXTERN qboolean verboseEntities Q_ASSIGN( qfalse );
Q_EXTERN qboolean force Q_ASSIGN( qfalse );
Q_EXTERN qboolean infoMode Q_ASSIGN( qfalse );
Q_EXTERN int metaAdequateScore Q_ASSIGN( -1 );
Q_EXTERN int metaGoodScore Q_ASSIGN( -1 );
Q_EXTERN float metaMaxBBoxDistance Q_ASSIGN( -1 );
+Q_EXTERN qboolean noob Q_ASSIGN( qfalse );
#if Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX
// Increasing the normalEpsilon to compensate for new logic in SnapNormal(), where
Q_EXTERN char globalCelShader[ MAX_QPATH ];
Q_EXTERN float farPlaneDist; /* rr2do2, rf, mre, ydnar all contributed to this one... */
+Q_EXTERN int farPlaneDistMode;
Q_EXTERN int numportals;
Q_EXTERN int portalclusters;
Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );
Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE );
Q_EXTERN qboolean noVertexLighting Q_ASSIGN( qfalse );
+Q_EXTERN qboolean nolm Q_ASSIGN( qfalse );
Q_EXTERN qboolean noGridLighting Q_ASSIGN( qfalse );
Q_EXTERN qboolean noTrace Q_ASSIGN( qfalse );
Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
+Q_EXTERN float vertexglobalscale Q_ASSIGN( 1.0f );
/* jal: alternative angle attenuation curve */
Q_EXTERN qboolean lightAngleHL Q_ASSIGN( qfalse );