use StripExtension() in q3data
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09953b82be
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3a95f8bb53
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@ -453,7 +453,7 @@ void FinishModel( int type ){
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if ( type == TYPE_PLAYER ) {
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if ( type == TYPE_PLAYER ) {
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sprintf( name, "%s%s", writedir, g_modelname );
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sprintf( name, "%s%s", writedir, g_modelname );
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*strrchr( name, '.' ) = 0;
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StripExtension( name );
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strcat( name, "_default.skin" );
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strcat( name, "_default.skin" );
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defaultSkinHandle = fopen( name, "wt" );
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defaultSkinHandle = fopen( name, "wt" );
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@ -1350,9 +1350,7 @@ void Cmd_3DSConvert(){
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sprintf( file, "%s%s", gamedir, token );
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sprintf( file, "%s%s", gamedir, token );
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strcpy( g_modelname, token );
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strcpy( g_modelname, token );
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if ( strrchr( g_modelname, '.' ) ) {
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StripExtension( g_modelname );
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*strrchr( g_modelname, '.' ) = 0;
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}
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strcat( g_modelname, ".md3" );
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strcat( g_modelname, ".md3" );
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if ( FileTime( file ) == -1 ) {
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if ( FileTime( file ) == -1 ) {
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@ -1619,9 +1617,7 @@ static void WriteMD3( const char *_filename, ObjectAnimationFrame_t oanims[], in
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char filename[1024];
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char filename[1024];
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strcpy( filename, _filename );
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strcpy( filename, _filename );
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if ( strchr( filename, '.' ) ) {
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StripExtension( filename );
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*strchr( filename, '.' ) = 0;
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}
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strcat( filename, ".md3" );
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strcat( filename, ".md3" );
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}
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}
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@ -1864,10 +1860,8 @@ static void ConvertASE( const char *filename, int type, qboolean grabAnims ){
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}
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}
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strcpy( outfilename, filename );
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strcpy( outfilename, filename );
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if ( strrchr( outfilename, '.' ) ) {
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StripExtension( outfilename );
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*( strrchr( outfilename, '.' ) + 1 ) = 0;
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strcat( outfilename, ".md3" );
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}
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strcat( outfilename, "md3" );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
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// free memory
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// free memory
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@ -2021,10 +2015,8 @@ static void ConvertASE( const char *filename, int type, qboolean grabAnims ){
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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strcpy( outfilename, filename );
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strcpy( outfilename, filename );
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if ( strrchr( outfilename, '.' ) ) {
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StripExtension( outfilename );
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*( strrchr( outfilename, '.' ) + 1 ) = 0;
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strcat( outfilename, ".md3" );
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}
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strcat( outfilename, "md3" );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, type );
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// free memory
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// free memory
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@ -2045,9 +2037,7 @@ static void ConvertASE( const char *filename, int type, qboolean grabAnims ){
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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strcpy( outfilename, filename );
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strcpy( outfilename, filename );
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if ( strrchr( outfilename, '.' ) ) {
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StripExtension( outfilename );
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*strrchr( outfilename, '.' ) = 0;
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}
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strcat( outfilename, "_flash.md3" );
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strcat( outfilename, "_flash.md3" );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_ITEM );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_ITEM );
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@ -2070,9 +2060,7 @@ static void ConvertASE( const char *filename, int type, qboolean grabAnims ){
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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numFrames = SurfaceOrderToFrameOrder( surfaceAnimations, objectAnimationFrames, numSurfaces );
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strcpy( outfilename, filename );
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strcpy( outfilename, filename );
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if ( strrchr( outfilename, '.' ) ) {
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StripExtension( outfilename );
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*strrchr( outfilename, '.' ) = 0;
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}
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strcat( outfilename, "_hand.md3" );
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strcat( outfilename, "_hand.md3" );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_HAND );
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BuildAnimationFromOAFs( outfilename, objectAnimationFrames, numFrames, TYPE_HAND );
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@ -203,8 +203,6 @@ int P3DProcess(){
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if ( P3DSkipToToken( "Text" ) ) {
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if ( P3DSkipToToken( "Text" ) ) {
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if ( P3DSkipToTokenInBlock( "TMap" ) ) {
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if ( P3DSkipToTokenInBlock( "TMap" ) ) {
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char *p;
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if ( !P3DSkipToToken( "Path" ) ) {
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if ( !P3DSkipToToken( "Path" ) ) {
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return 0;
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return 0;
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}
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}
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@ -228,19 +226,7 @@ int P3DProcess(){
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}
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}
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p3d.shaders[p3d.numPairs][k] = 0;
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p3d.shaders[p3d.numPairs][k] = 0;
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//
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StripExtension( p3d.shaders[p3d.numPairs] );
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// strip off any explicit extensions
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//
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if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 ) {
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while ( *p )
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{
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if ( *p == '.' ) {
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*p = 0;
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break;
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}
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p++;
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}
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}
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//
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//
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// skip to the end of the Object and grab its name
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// skip to the end of the Object and grab its name
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@ -126,9 +126,7 @@ void FindShaderFiles( char *filename ){
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s_shaderFiles.num = 0;
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s_shaderFiles.num = 0;
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strcpy( stripped, filename );
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strcpy( stripped, filename );
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if ( strrchr( stripped, '.' ) ) {
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StripExtension( stripped );
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*strrchr( stripped, '.' ) = 0;
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}
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strcat( stripped, ".shader" );
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strcat( stripped, ".shader" );
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if ( FileExists( stripped ) ) {
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if ( FileExists( stripped ) ) {
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@ -219,9 +217,7 @@ void FindShaderFiles( char *filename ){
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}
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}
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else
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else
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{
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{
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if ( strrchr( stripped, '.' ) ) {
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StripExtension( stripped );
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*strrchr( stripped, '.' ) = 0;
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}
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// look for diffuse maps
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// look for diffuse maps
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for ( i = 0; i < 3; i++ )
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for ( i = 0; i < 3; i++ )
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