]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / model_brush.c
index ff4b6926aacc53343d60ea1933c0718535ec2d3b..d7fef5d50ff34b37edeec17b969fc7365b4ca80b 100644 (file)
@@ -1268,6 +1268,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->skinframerate = 1;
                tx->currentskinframe = tx->skinframes;
                tx->skinframes[0].base = r_texture_notexture;
+               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
                tx->basematerialflags = 0;
                if (i == loadmodel->num_textures - 1)
                {
@@ -4145,7 +4146,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                {
                                                        int i;
                                                        layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
-                                                       layer->framerate = atoi(parameter[1]);
+                                                       layer->framerate = atof(parameter[1]);
                                                        for (i = 0;i < layer->numframes;i++)
                                                                strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
                                                }
@@ -4425,6 +4426,15 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                        if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
                                                Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
+                       if (shader->backgroundlayer && cls.state != ca_dedicated)
+                       {
+                               int j;
+                               out->backgroundnumskinframes = shader->backgroundlayer->numframes;
+                               out->backgroundskinframerate = shader->backgroundlayer->framerate;
+                               for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
+                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                       }
                }
                else
                {
@@ -4452,6 +4462,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                // init the animation variables
                out->currentframe = out;
                out->currentskinframe = &out->skinframes[0];
+               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);