Fix some crashes affecting dedicated quake servers where texture->materialshaderpass...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 3 Jan 2017 03:25:39 +0000 (03:25 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 3 Jan 2017 03:25:39 +0000 (03:25 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12318 d7cf8633-e32d-0410-b094-e92efae38249

model_brush.c

index 8833a69..8767377 100644 (file)
@@ -1664,21 +1664,16 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
        loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
 
        // fill out all slots with notexture
-       if (cls.state != ca_dedicated)
-               skinframemissing = R_SkinFrame_LoadMissing();
-       else
-               skinframemissing = NULL;
+       skinframemissing = R_SkinFrame_LoadMissing();
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
                tx->basealpha = 1.0f;
-               if (cls.state != ca_dedicated)
-               {
-                       tx->materialshaderpass = tx->shaderpasses[0] = Mod_CreateShaderPass(skinframemissing);
-                       tx->currentskinframe = skinframemissing;
-               }
+               tx->materialshaderpass = tx->shaderpasses[0] = Mod_CreateShaderPass(skinframemissing);
+               tx->materialshaderpass->skinframes[0] = skinframemissing;
+               tx->currentskinframe = skinframemissing;
                tx->basematerialflags = MATERIALFLAG_WALL;
                if (i == loadmodel->num_textures - 1)
                {
@@ -1788,6 +1783,10 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                tx->height = mtheight;
                tx->basealpha = 1.0f;
 
+               // start out with no animation
+               tx->currentframe = tx;
+               tx->currentskinframe = tx->materialshaderpass != NULL ? tx->materialshaderpass->skinframes[0] : NULL;
+
                if (tx->name[0] == '*')
                {
                        if (!strncmp(tx->name, "*lava", 5))
@@ -1875,6 +1874,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
                        else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
                                tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
+                       tx->currentskinframe = tx->materialshaderpass->skinframes[0];
                }
 
                tx->basematerialflags = MATERIALFLAG_WALL;
@@ -1889,7 +1889,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        else
                                tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
-                       if (tx->materialshaderpass->skinframes[0]->hasalpha)
+                       if (tx->currentskinframe != NULL && tx->currentskinframe->hasalpha)
                                tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                }
                else if (tx->name[0] == '{') // fence textures
@@ -1905,12 +1905,8 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                        tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                else if (!strcmp(tx->name, "caulk"))
                        tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (tx->materialshaderpass->skinframes[0]->hasalpha)
+               else if (tx->currentskinframe != NULL && tx->currentskinframe->hasalpha)
                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-
-               // start out with no animation
-               tx->currentframe = tx;
-               tx->currentskinframe = tx->materialshaderpass->skinframes[0];
                tx->currentmaterialflags = tx->basematerialflags;
        }
 
@@ -4421,7 +4417,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                        if (tx->q2contents & Q2CONTENTS_SOLID)
                                                tx->q2contents = (tx->q2contents & ~Q2CONTENTS_SOLID) | Q2CONTENTS_WINDOW;
                                }
-                               if (q2flags & Q2SURF_FLOWING)
+                               if ((q2flags & Q2SURF_FLOWING) && tx->materialshaderpass != NULL)
                                {
                                        tx->materialshaderpass->tcmods[0].tcmod = Q3TCMOD_SCROLL;
                                        if (q2flags & Q2SURF_WARP)
@@ -4453,7 +4449,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                tx->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, tx->q2contents);
                                // set the current values to the base values
                                tx->currentframe = tx;
-                               tx->currentskinframe = tx->materialshaderpass->skinframes[0];
+                               tx->currentskinframe = tx->materialshaderpass != NULL ? tx->materialshaderpass->skinframes[0] : NULL;
                                tx->currentmaterialflags = tx->basematerialflags;
                                loadmodel->num_texturesperskin++;
                                loadmodel->num_textures = loadmodel->num_texturesperskin;
@@ -5717,7 +5713,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
 
        // allocate a texture pool if we need it
-       if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+       if (loadmodel->texturepool == NULL)
                loadmodel->texturepool = R_AllocTexturePool();
 
        mergedpixels = (unsigned char *) Mem_Alloc(tempmempool, mergedwidth * mergedheight * 4);