/* if not Smokin'Guns like tex file */
if ( !game->texFile )
{
- /* ydnar: handle custom surface/content flags */
- if ( surfaceFlags != NULL && bspShaders[ i ].surfaceFlags != *surfaceFlags ) {
- continue;
- }
- if ( contentFlags != NULL && bspShaders[ i ].contentFlags != *contentFlags ) {
- continue;
+ /* ydnar: handle custom surface/content flags */
+ if ( surfaceFlags != NULL && bspShaders[ i ].surfaceFlags != *surfaceFlags ) {
+ continue;
+ }
+ if ( contentFlags != NULL && bspShaders[ i ].contentFlags != *contentFlags ) {
+ continue;
+ }
+ }
+ if ( !doingBSP ){
+ si = ShaderInfoForShader( shader );
+ if ( si->remapShader && si->remapShader[ 0 ] ) {
+ shader = si->remapShader;
}
}
-
/* compare name */
if ( !Q_stricmp( shader, bspShaders[ i ].shader ) ) {
return i;
/* if not Smokin'Guns like tex file */
if ( !game->texFile )
{
- /* handle custom content/surface flags */
- if ( surfaceFlags != NULL ) {
- bspShaders[ i ].surfaceFlags = *surfaceFlags;
- }
- if ( contentFlags != NULL ) {
- bspShaders[ i ].contentFlags = *contentFlags;
- }
+ /* handle custom content/surface flags */
+ if ( surfaceFlags != NULL ) {
+ bspShaders[ i ].surfaceFlags = *surfaceFlags;
+ }
+ if ( contentFlags != NULL ) {
+ bspShaders[ i ].contentFlags = *contentFlags;
+ }
}
/* recursively emit any damage shaders */