]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
you can now (try to) play in maps you don't have, and models you don't have are shown...
[xonotic/darkplaces.git] / cl_parse.c
index b33a23d79294976accaed6ede7ca3dcd15ad43d9..0bb92223c3b7f8908f1648b5c6a69e3a4af6dabb 100644 (file)
@@ -388,6 +388,9 @@ void CL_ParseServerInfo (void)
 
        Mod_ClearUsed();
 
+       // disable until we get textures for it
+       R_ResetSkyBox();
+
 // precache models
        memset (cl.model_precache, 0, sizeof(cl.model_precache));
        for (nummodels=1 ; ; nummodels++)
@@ -434,11 +437,10 @@ void CL_ParseServerInfo (void)
        {
                // LordHavoc: i == 1 means the first model is the world model
                cl.model_precache[i] = Mod_ForName (model_precache[i], false, false, i == 1);
-
                if (cl.model_precache[i] == NULL)
                {
-                       Host_Error("Model %s not found\n", model_precache[i]);
-                       return;
+                       Con_Printf("Model %s not found\n", model_precache[i]);
+                       //return;
                }
                CL_KeepaliveMessage ();
        }
@@ -458,20 +460,19 @@ void CL_ParseServerInfo (void)
        ent->render.model = cl.worldmodel = cl.model_precache[1];
        ent->render.scale = 1;
        ent->render.alpha = 1;
-       VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
-       VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+       CL_BoundingBoxForEntity(&ent->render);
        // clear entlife array
        memset(entlife, 0, MAX_EDICTS);
 
        cl_num_entities = 1;
 
        R_NewMap ();
-
        CL_CGVM_Start();
 
+       noclip_anglehack = false;               // noclip is turned off at start
+
        Mem_CheckSentinelsGlobal();
 
-       noclip_anglehack = false;               // noclip is turned off at start
 }
 
 void CL_ValidateState(entity_state_t *s)
@@ -916,23 +917,7 @@ void CL_ParseStatic (int large)
        VectorCopy (ent->state_baseline.origin, ent->render.origin);
        VectorCopy (ent->state_baseline.angles, ent->render.angles);
 
-       if (ent->render.angles[0] || ent->render.angles[2])
-       {
-               // pitch or roll
-               VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
-               VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
-       }
-       else if (ent->render.angles[1])
-       {
-               // yaw
-               VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
-               VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
-       }
-       else
-       {
-               VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
-               VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
-       }
+       CL_BoundingBoxForEntity(&ent->render);
 
        // This is definitely cheating...
        if (ent->render.model == NULL)