fix indentation and typos
This commit is contained in:
parent
7884d9f1cd
commit
43a5b5513f
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@ -50,101 +50,101 @@
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------------------------------------------------------------------------------- */
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{
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"xonotic", /* -game x */
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"data", /* default base game data dir */
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".xonotic", /* unix home sub-dir */
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"xonotic", /* magic path word */
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"scripts", /* shader directory */
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1048575, /* max lightmapped surface verts */
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1048575, /* max surface verts */
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1048575, /* max surface indexes */
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qfalse, /* flares */
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"flareshader", /* default flare shader */
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qfalse, /* wolf lighting model? */
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128, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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qtrue, /* lightmap sRGB */
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qtrue, /* texture sRGB */
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qtrue, /* color sRGB */
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0.0f, /* lightmap exposure */
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1.0f, /* lightmap compensate */
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1.0f, /* lightgrid scale */
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1.0f, /* lightgrid ambient scale */
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qfalse, /* light angle attenuation uses half-lambert curve */
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qtrue, /* disable shader lightstyles hack */
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qtrue, /* keep light entities on bsp */
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4, /* default patchMeta subdivisions tolerance */
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qtrue, /* patch casting enabled */
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qtrue, /* compile deluxemaps */
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0, /* deluxemaps default mode */
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512, /* minimap size */
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1.0f, /* minimap sharpener */
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1.0f / 66.0f, /* minimap border */
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qtrue, /* minimap keep aspect */
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MINIMAP_MODE_GRAY, /* minimap mode */
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"../gfx/%s_mini.tga", /* minimap name format */
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"IBSP", /* bsp file prefix */
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46, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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LoadIBSPFile, /* bsp load function */
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WriteIBSPFile, /* bsp write function */
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"xonotic", /* -game x */
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"data", /* default base game data dir */
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".xonotic", /* unix home sub-dir */
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"xonotic", /* magic path word */
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"scripts", /* shader directory */
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1048575, /* max lightmapped surface verts */
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1048575, /* max surface verts */
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1048575, /* max surface indexes */
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qfalse, /* flares */
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"flareshader", /* default flare shader */
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qfalse, /* wolf lighting model? */
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128, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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qtrue, /* lightmap sRGB */
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qtrue, /* texture sRGB */
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qtrue, /* color sRGB */
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0.0f, /* lightmap exposure */
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1.0f, /* lightmap compensate */
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1.0f, /* lightgrid scale */
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1.0f, /* lightgrid ambient scale */
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qfalse, /* light angle attenuation uses half-lambert curve */
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qtrue, /* disable shader lightstyles hack */
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qtrue, /* keep light entities on bsp */
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4, /* default patchMeta subdivisions tolerance */
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qtrue, /* patch casting enabled */
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qtrue, /* compile deluxemaps */
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0, /* deluxemaps default mode */
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512, /* minimap size */
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1.0f, /* minimap sharpener */
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1.0f / 66.0f, /* minimap border */
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qtrue, /* minimap keep aspect */
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MINIMAP_MODE_GRAY, /* minimap mode */
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"../gfx/%s_mini.tga", /* minimap name format */
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"IBSP", /* bsp file prefix */
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46, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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LoadIBSPFile, /* bsp load function */
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WriteIBSPFile, /* bsp write function */
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{
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/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
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/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
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/* default */
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{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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/* ydnar */
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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/* compiler */
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{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
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{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
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{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
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{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
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{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
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{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
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{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
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{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
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/* null */
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{ NULL, 0, 0, 0, 0, 0, 0 }
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@ -97,7 +97,7 @@ qboolean PortalPassable( portal_t *p ){
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Error( "Portal_EntityFlood: not a leaf" );
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}
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/* ydnar: added antiportal to supress portal generation for visibility blocking */
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/* ydnar: added antiportal to suppress portal generation for visibility blocking */
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if ( p->compileFlags & C_ANTIPORTAL ) {
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return qfalse;
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}
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@ -568,7 +568,7 @@ typedef struct game_s
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float lightmapGamma; /* default lightmap gamma */
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qboolean lightmapsRGB; /* default lightmap sRGB mode */
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qboolean texturesRGB; /* default texture sRGB mode */
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qboolean colorsRGB; /* default color sRGB mode */
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qboolean colorsRGB; /* default color sRGB mode */
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float lightmapExposure; /* default lightmap exposure */
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float lightmapCompensate; /* default lightmap compensate value */
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float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */
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@ -741,7 +741,7 @@ typedef struct shaderInfo_s
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qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */
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qb_t forceMeta; /* ydnar: force metasurface path */
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qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */
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qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */
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qb_t noFast; /* ydnar: suppress fast lighting for surfaces with this shader */
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qb_t invert; /* ydnar: reverse facing */
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qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */
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qb_t tcGen; /* ydnar: has explicit texcoord generation */
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@ -766,7 +766,7 @@ typedef struct shaderInfo_s
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qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
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qb_t notjunc; /* don't use this surface for tjunction fixing */
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qb_t fogParms; /* ydnar: has fogparms */
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qb_t noFog; /* ydnar: supress fogging */
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qb_t noFog; /* ydnar: suppress fogging */
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qb_t clipModel; /* ydnar: solid model hack */
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qb_t noVertexLight; /* ydnar: leave vertex color alone */
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qb_t noDirty; /* jal: do not apply the dirty pass to this surface */
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@ -868,7 +868,7 @@ typedef struct side_s
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int compileFlags; /* from shaderInfo */
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int value; /* from shaderInfo */
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qboolean visible; /* choose visble planes first */
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qboolean visible; /* choose visible planes first */
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qboolean bevel; /* don't ever use for bsp splitting, and don't bother making windings for it */
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qboolean culled; /* ydnar: face culling */
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}
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@ -1953,11 +1953,11 @@ Q_EXTERN game_t games[]
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{
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#include "game_quake3.h"
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,
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#include "game_quakelive.h" /* most be after game_quake3.h as they share defines! */
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#include "game_quakelive.h" /* must be after game_quake3.h as they share defines! */
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,
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#include "game_nexuiz.h" /* most be after game_quake3.h as they share defines! */
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#include "game_nexuiz.h" /* must be after game_quake3.h as they share defines! */
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,
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#include "game_xonotic.h" /* most be after game_quake3.h as they share defines! */
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#include "game_xonotic.h" /* must be after game_quake3.h as they share defines! */
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,
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#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
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,
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@ -1967,7 +1967,7 @@ Q_EXTERN game_t games[]
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,
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#include "game_wolf.h"
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,
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#include "game_wolfet.h" /* most be after game_wolf.h as they share defines! */
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#include "game_wolfet.h" /* must be after game_wolf.h as they share defines! */
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,
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#include "game_etut.h"
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,
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@ -1975,9 +1975,9 @@ Q_EXTERN game_t games[]
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,
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#include "game_sof2.h"
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,
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#include "game_jk2.h" /* most be after game_sof2.h as they share defines! */
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#include "game_jk2.h" /* must be after game_sof2.h as they share defines! */
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,
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#include "game_ja.h" /* most be after game_jk2.h as they share defines! */
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#include "game_ja.h" /* must be after game_jk2.h as they share defines! */
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,
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#include "game_qfusion.h" /* qfusion game */
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,
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