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/*
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gl_rmisc.c - renderer misceallaneous
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "client.h"
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#include "gl_local.h"
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#include "mod_local.h"
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#include "shake.h"
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typedef struct
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{
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char texname[64]; // shortname
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imgfilter_t filter;
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} dfilter_t;
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dfilter_t *tex_filters[MAX_TEXTURES];
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int num_texfilters;
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void R_ParseDetailTextures( const char *filename )
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{
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char *afile, *pfile;
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string token, texname;
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string detail_texname;
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string detail_path;
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float xScale, yScale;
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texture_t *tex;
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int i;
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afile = FS_LoadFile( filename, NULL, false );
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if( !afile ) return;
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pfile = afile;
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// format: 'texturename' 'detailtexture' 'xScale' 'yScale'
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while(( pfile = COM_ParseFile( pfile, token )) != NULL )
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{
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texname[0] = '\0';
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detail_texname[0] = '\0';
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// read texname
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if( token[0] == '{' )
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{
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// NOTE: COM_ParseFile handled some symbols seperately
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// this code will be fix it
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pfile = COM_ParseFile( pfile, token );
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Q_strncat( texname, "{", sizeof( texname ));
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Q_strncat( texname, token, sizeof( texname ));
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}
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else Q_strncpy( texname, token, sizeof( texname ));
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// read detailtexture name
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pfile = COM_ParseFile( pfile, token );
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Q_strncat( detail_texname, token, sizeof( detail_texname ));
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// trying the scales or '{'
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pfile = COM_ParseFile( pfile, token );
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// read second part of detailtexture name
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if( token[0] == '{' )
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{
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Q_strncat( detail_texname, token, sizeof( detail_texname ));
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pfile = COM_ParseFile( pfile, token ); // read scales
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Q_strncat( detail_texname, token, sizeof( detail_texname ));
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pfile = COM_ParseFile( pfile, token ); // parse scales
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}
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Q_snprintf( detail_path, sizeof( detail_path ), "gfx/%s", detail_texname );
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// read scales
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xScale = Q_atof( token );
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pfile = COM_ParseFile( pfile, token );
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yScale = Q_atof( token );
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if( xScale <= 0.0f || yScale <= 0.0f )
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continue;
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// search for existing texture and uploading detail texture
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for( i = 0; i < cl.worldmodel->numtextures; i++ )
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{
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tex = cl.worldmodel->textures[i];
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if( Q_stricmp( tex->name, texname ))
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continue;
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tex->dt_texturenum = GL_LoadTexture( detail_path, NULL, 0, TF_FORCE_COLOR, NULL );
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// texture is loaded
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if( tex->dt_texturenum )
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{
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gl_texture_t *glt;
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glt = R_GetTexture( tex->gl_texturenum );
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glt->xscale = xScale;
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glt->yscale = yScale;
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}
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break;
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}
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}
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Mem_Free( afile );
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}
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void R_ParseTexFilters( const char *filename )
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{
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char *afile, *pfile;
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string token, texname;
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dfilter_t *tf;
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int i;
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afile = FS_LoadFile( filename, NULL, false );
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if( !afile ) return;
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pfile = afile;
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// format: 'texturename' 'filtername' 'factor' 'bias' 'blendmode' 'grayscale'
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while(( pfile = COM_ParseFile( pfile, token )) != NULL )
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{
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imgfilter_t filter;
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memset( &filter, 0, sizeof( filter ));
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Q_strncpy( texname, token, sizeof( texname ));
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// parse filter
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pfile = COM_ParseFile( pfile, token );
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if( !Q_stricmp( token, "blur" ))
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filter.filter = BLUR_FILTER;
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else if( !Q_stricmp( token, "blur2" ))
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filter.filter = BLUR_FILTER2;
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else if( !Q_stricmp( token, "edge" ))
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filter.filter = EDGE_FILTER;
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else if( !Q_stricmp( token, "emboss" ))
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filter.filter = EMBOSS_FILTER;
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// reading factor
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pfile = COM_ParseFile( pfile, token );
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filter.factor = Q_atof( token );
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// reading bias
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pfile = COM_ParseFile( pfile, token );
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filter.bias = Q_atof( token );
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// reading blendFunc
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pfile = COM_ParseFile( pfile, token );
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if( !Q_stricmp( token, "modulate" ) || !Q_stricmp( token, "GL_MODULATE" ))
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filter.blendFunc = GL_MODULATE;
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else if( !Q_stricmp( token, "replace" ) || !Q_stricmp( token, "GL_REPLACE" ))
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filter.blendFunc = GL_REPLACE;
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else if( !Q_stricmp( token, "add" ) || !Q_stricmp( token, "GL_ADD" ))
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filter.blendFunc = GL_ADD;
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else if( !Q_stricmp( token, "decal" ) || !Q_stricmp( token, "GL_DECAL" ))
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filter.blendFunc = GL_DECAL;
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else if( !Q_stricmp( token, "blend" ) || !Q_stricmp( token, "GL_BLEND" ))
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filter.blendFunc = GL_BLEND;
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else if( !Q_stricmp( token, "add_signed" ) || !Q_stricmp( token, "GL_ADD_SIGNED" ))
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filter.blendFunc = GL_ADD_SIGNED;
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else filter.blendFunc = GL_REPLACE; // defaulting to replace
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// reading flags
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pfile = COM_ParseFile( pfile, token );
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filter.flags = Q_atoi( token );
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// make sure what factor is not zeroed
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if( filter.factor == 0.0f )
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continue;
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// check if already existed
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for( i = 0; i < num_texfilters; i++ )
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{
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tf = tex_filters[i];
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if( !Q_stricmp( tf->texname, texname ))
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break;
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}
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if( i != num_texfilters )
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continue; // already specified
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// allocate new texfilter
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tf = Z_Malloc( sizeof( dfilter_t ));
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tex_filters[num_texfilters++] = tf;
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Q_strncpy( tf->texname, texname, sizeof( tf->texname ));
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tf->filter = filter;
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}
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Con_Reportf( "%i texture filters parsed\n", num_texfilters );
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Mem_Free( afile );
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}
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imgfilter_t *R_FindTexFilter( const char *texname )
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{
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dfilter_t *tf;
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int i;
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for( i = 0; i < num_texfilters; i++ )
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{
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tf = tex_filters[i];
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if( !Q_stricmp( tf->texname, texname ))
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return &tf->filter;
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}
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return NULL;
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}
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/*
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=======================
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R_ClearStaticEntities
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e.g. by demo request
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=======================
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*/
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void R_ClearStaticEntities( void )
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{
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int i;
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if( host.type == HOST_DEDICATED )
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return;
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// clear out efrags in case the level hasn't been reloaded
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for( i = 0; i < cl.worldmodel->numleafs; i++ )
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cl.worldmodel->leafs[i+1].efrags = NULL;
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clgame.numStatics = 0;
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CL_ClearEfrags ();
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}
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void R_NewMap( void )
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{
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texture_t *tx;
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int i;
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R_ClearDecals(); // clear all level decals
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// upload detailtextures
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if( CVAR_TO_BOOL( r_detailtextures ))
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{
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string mapname, filepath;
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Q_strncpy( mapname, cl.worldmodel->name, sizeof( mapname ));
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COM_StripExtension( mapname );
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Q_sprintf( filepath, "%s_detail.txt", mapname );
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R_ParseDetailTextures( filepath );
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}
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if( CVAR_TO_BOOL( v_dark ))
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{
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screenfade_t *sf = &clgame.fade;
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float fadetime = 5.0f;
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client_textmessage_t *title;
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title = CL_TextMessageGet( "GAMETITLE" );
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if( Host_IsQuakeCompatible( ))
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fadetime = 1.0f;
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if( title )
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{
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// get settings from titles.txt
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sf->fadeEnd = title->holdtime + title->fadeout;
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sf->fadeReset = title->fadeout;
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}
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else sf->fadeEnd = sf->fadeReset = fadetime;
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sf->fadeFlags = FFADE_IN;
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sf->fader = sf->fadeg = sf->fadeb = 0;
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sf->fadealpha = 255;
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sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset;
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sf->fadeReset += cl.time;
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sf->fadeEnd += sf->fadeReset;
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Cvar_SetValue( "v_dark", 0.0f );
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}
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// clear out efrags in case the level hasn't been reloaded
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for( i = 0; i < cl.worldmodel->numleafs; i++ )
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cl.worldmodel->leafs[i+1].efrags = NULL;
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tr.skytexturenum = -1;
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pglDisable( GL_FOG );
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// clearing texture chains
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for( i = 0; i < cl.worldmodel->numtextures; i++ )
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{
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if( !cl.worldmodel->textures[i] )
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continue;
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tx = cl.worldmodel->textures[i];
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if( !Q_strncmp( tx->name, "sky", 3 ) && tx->width == ( tx->height * 2 ))
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tr.skytexturenum = i;
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tx->texturechain = NULL;
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}
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R_SetupSky( clgame.movevars.skyName );
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GL_BuildLightmaps ();
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}
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