moved all type-specific model fields to respective structures (alias, sprite, brush)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 17 Jul 2003 14:57:05 +0000 (14:57 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 17 Jul 2003 14:57:05 +0000 (14:57 +0000)
commit2fa6c1c686a631ca835285d9f01eddf0dd58de85
tree79964316e0a07ca23228829e3b029bb3e190394e
parenta94490569845aa91e78dcaeb0527f352c946affa
moved all type-specific model fields to respective structures (alias, sprite, brush)
renamed model_t brush to brushq1, and created brush, brushq2, brushq3, currently brush only has entities, all else is type specific
wrote the beginnings of a q3 bsp loader (and of course the headers)
added functions CL_PointContents and CL_FindNonSolidLocation to simplify queries of world model (and make it more maintainable when q3bsp support is finished)
added r_shadow_glossintensity cvar (default 1) for glossmap textures
added r_shadow_gloss2intensity cvar (default 0.25) for forced gloss

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3284 d7cf8633-e32d-0410-b094-e92efae38249
27 files changed:
cl_collision.c
cl_collision.h
cl_main.c
cl_parse.c
cl_particles.c
cl_screen.c
collision.c
gl_models.c
gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.c
model_brush.h
model_shared.h
model_sprite.c
portals.c
pr_cmds.c
protocol.h
r_light.c
r_shadow.c
r_sprites.c
snd_dma.c
sv_light.c
sv_main.c
sv_move.c
sv_phys.c
view.c