forked from Mirrorlandia_minetest/irrlicht
Minor cleanup and comment fixes in example 21
Mostly spelling stuff. Only real code change is that Irrlicht has by now a function to fill images, so no more extra code for that needed. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6310 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -3,13 +3,13 @@
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This tutorial shows how to load different Quake 3 maps.
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Features:
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- Load BSP Archives at Runtime from the menu
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- Load a Map from the menu. Showing with Screenshot
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- Load BSP archives at runtime from the menu
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- Load a map from the menu. Showing with screenshot
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- Set the VideoDriver at runtime from menu
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- Adjust GammaLevel at runtime
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- Create SceneNodes for the Shaders
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- Load EntityList and create Entity SceneNodes
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- Create Players with Weapons and with Collision Response
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- Create SceneNodes for the shaders
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- Load EntityList and create entity SceneNodes
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- Create players with weapons and with collision response
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- Play music
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You can download the Quake III Arena demo ( copyright id software )
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@ -26,7 +26,7 @@ Copyright 2006-2011 Burningwater, Thomas Alten
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#include "sound.h"
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/*
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Game Data is used to hold Data which is needed to drive the game
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GameData is used to hold data which is needed to drive the game
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*/
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struct GameData
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{
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@ -100,7 +100,7 @@ void GameData::setDefault ()
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loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
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loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
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loadParam.loadAllShaders = 1; // load all scripts in the script directory
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loadParam.loadSkyShader = 0; // load sky Shader
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loadParam.loadSkyShader = 0; // load sky shader
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loadParam.alpharef = 1;
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sound = 0;
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@ -168,18 +168,18 @@ s32 GameData::load ( const path &filename )
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}
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/*
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Store the current game State in a quake3 configuration file
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Store the current game state in a quake3 configuration file
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*/
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s32 GameData::save ( const path &filename )
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{
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return 0;
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return 0; // TODO: Anyone knows why it just returns?
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if (!Device)
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return 0;
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c8 buf[128];
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u32 i;
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// Store current Archive for restart
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// Store current archive for restart
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CurrentArchiveList.clear();
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IFileSystem *fs = Device->getFileSystem();
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for ( i = 0; i != fs->getFileArchiveCount(); ++i )
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@ -187,7 +187,7 @@ s32 GameData::save ( const path &filename )
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CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
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}
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// Store Player Position and Rotation
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// Store player position and rotation
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ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
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if ( camera )
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{
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@ -279,7 +279,7 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
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if (!device)
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return;
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// load FPS weapon to Camera
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// load FPS weapon to camera
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Device = device;
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Mesh = mesh;
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MapParent = mapNode;
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@ -377,8 +377,8 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
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/*
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so we need a good starting Position in the level.
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we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"
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So we need a good starting position in the level.
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We can ask the Quake3 loader for all entities with class_name "info_player_deathmatch"
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*/
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void Q3Player::respawn ()
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{
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@ -396,7 +396,7 @@ void Q3Player::respawn ()
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}
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/*
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set Player position from saved coordinates
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set player position from saved coordinates
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*/
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void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
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{
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@ -414,7 +414,7 @@ void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
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}
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}
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/* set the Animation of the player and weapon
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/* set the animation of the player and weapon
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*/
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void Q3Player::setAnim ( const c8 *name )
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{
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@ -446,7 +446,7 @@ void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
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/* GUI Elements
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/* GUI elements
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*/
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struct GUI
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{
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@ -560,13 +560,13 @@ CQuake3EventHandler::CQuake3EventHandler( GameData *game )
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BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
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{
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buf[0]=0;
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// Also use 16 Bit Textures for 16 Bit RenderDevice
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// Also use 16 bit textures for 16 bit RenderDevice
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if ( Game->deviceParam.Bits == 16 )
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{
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game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
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}
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// Quake3 Shader controls Z-Writing
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// Quake3 shader controls Z-writing
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game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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// create internal textures
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@ -599,21 +599,10 @@ void CQuake3EventHandler::createTextures()
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video::IImage* image;
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u32 i;
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u32 x;
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u32 y;
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u32 * data;
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for ( i = 0; i != 8; ++i )
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{
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image = driver->createImage ( video::ECF_A8R8G8B8, dim);
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data = (u32*) image->getData ();
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for ( y = 0; y != dim.Height; ++y )
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{
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for ( x = 0; x != dim.Width; ++x )
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{
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data [x] = 0xFFFFFFFF;
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}
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data = (u32*) ( (u8*) data + image->getPitch() );
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}
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image->fill(SColor(0xFFFFFFFF));
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snprintf_irr ( buf, 64, "smoke_%02d", i );
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driver->addTexture( buf, image );
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image->drop ();
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@ -623,15 +612,7 @@ void CQuake3EventHandler::createTextures()
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for ( i = 0; i != 1; ++i )
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{
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image = driver->createImage ( video::ECF_A8R8G8B8, dim);
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data = (u32*) image->getData ();
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for ( y = 0; y != dim.Height; ++y )
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{
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for ( x = 0; x != dim.Width; ++x )
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{
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data [x] = 0xFFFFFFFF;
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}
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data = (u32*) ( (u8*) data + image->getPitch() );
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}
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image->fill(SColor(0xFFFFFFFF));
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snprintf_irr ( buf, 64, "fog_%02d", i );
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driver->addTexture( buf, image );
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image->drop ();
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@ -644,7 +625,6 @@ void CQuake3EventHandler::createTextures()
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*/
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void CQuake3EventHandler::CreateGUI()
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{
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IGUIEnvironment *env = Game->Device->getGUIEnvironment();
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IVideoDriver * driver = Game->Device->getVideoDriver();
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@ -663,15 +643,6 @@ void CQuake3EventHandler::CreateGUI()
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// minimal gui size 800x600
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dimension2d<u32> dim ( 800, 600 );
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dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
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if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
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{
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//dim = vdim;
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}
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else
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{
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}
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gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
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gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
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@ -860,7 +831,7 @@ void CQuake3EventHandler::AddArchive ( const path& archiveName )
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}
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// store the current archives in game data
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// show the attached Archive in proper order
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// show the attached archive in proper order
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if ( gui.ArchiveList )
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{
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gui.ArchiveList->clearRows();
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@ -998,7 +969,7 @@ void CQuake3EventHandler::AddArchive ( const path& archiveName )
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}
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/*
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clears the Map in Memory
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clears the map in memory
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*/
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void CQuake3EventHandler::dropMap ()
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{
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@ -1113,9 +1084,9 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
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BulletParent->setName ( "Bullet Container" );
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/*
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now construct SceneNodes for each Shader
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The Objects are stored in the quake mesh E_Q3_MESH_ITEMS
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and the Shader ID is stored in the MaterialParameters
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now construct SceneNodes for each shader
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The objects are stored in the quake mesh E_Q3_MESH_ITEMS
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and the shader ID is stored in the MaterialParameters
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mostly dark looking skulls and moving lava.. or green flashing tubes?
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*/
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
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@ -1123,13 +1094,13 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
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Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
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/*
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Now construct Models from Entity List
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Now construct models from entity list
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*/
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Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
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}
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/*
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Adds a SceneNode with an icon to the Scene Tree
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Adds a SceneNode with an icon to the scene tree
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*/
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void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
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{
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@ -1169,7 +1140,7 @@ void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNod
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node = nodeParent->addChildBack( msg, 0, imageIndex );
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// Add all Animators
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// Add all animators
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list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
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for (; ait != (*it)->getAnimators().end(); ++ait)
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{
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@ -1753,7 +1724,7 @@ void CQuake3EventHandler::useItem( Q3Player * player)
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}
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else
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{
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// doesnt collide with wall
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// doesn't collide with wall
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vector3df start = camera->getPosition();
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if ( player->WeaponNode )
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{
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@ -2104,7 +2075,7 @@ void runGame ( GameData *game )
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eventHandler->AddArchive ( game->CurrentArchiveList[i] );
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}
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// Load a Map or startup to the GUI
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// Load a map or startup to the GUI
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if ( game->CurrentMapName.size () )
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{
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eventHandler->LoadMap ( game->CurrentMapName, 1 );
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}
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/*!
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Quake3 Model Factory.
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Quake3 model factory.
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Takes the mesh buffers and creates scenenodes for their associated shaders
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*/
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void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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@ -399,7 +399,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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sceneNodeID += 1;
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}
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// show Debug Shader Name
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// show debug shader name
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if ( showShaderName && node )
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{
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swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
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@ -413,7 +413,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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sceneNodeID += 1;
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}
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// create Portal Rendertargets
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// create portal rendertargets
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if ( shader )
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{
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const SVarGroup *group = shader->getGroup(1);
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@ -496,7 +496,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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/*!
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create Items from Entity
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create items from entity
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*/
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void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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IrrlichtDevice *device,
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@ -513,7 +513,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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char buf[128];
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const SVarGroup *group;
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const SVarGroup *group = 0;
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IEntity search;
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s32 index;
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s32 lastIndex;
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@ -531,12 +531,12 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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}
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fclose ( f );
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*/
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IAnimatedMeshMD3* model;
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SMD3Mesh * mesh;
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const SMD3MeshBuffer *meshBuffer;
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IMeshSceneNode* node;
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ISceneNodeAnimator* anim;
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const IShader *shader;
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IAnimatedMeshMD3* model = 0;
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SMD3Mesh * mesh = 0;
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const SMD3MeshBuffer *meshBuffer = 0;
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IMeshSceneNode* node = 0;
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ISceneNodeAnimator* anim = 0;
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const IShader *shader = 0;
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u32 pos;
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vector3df p;
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u32 nodeCount = 0;
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@ -546,7 +546,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
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if ( showShaderName )
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font = device->getGUIEnvironment()->getFont("fontlucida.png");
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const SItemElement *itemElement;
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const SItemElement *itemElement = 0;
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// walk list
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for ( index = 0; (u32) index < entity.size(); ++index )
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@ -706,7 +706,7 @@ s32 Q3StartPosition ( IQ3LevelMesh* mesh,
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u32 parsepos;
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const SVarGroup *group;
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const SVarGroup *group = 0;
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group = entityList[ index ].getGroup(1);
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parsepos = 0;
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@ -801,7 +801,7 @@ ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * devi
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}
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//! internal Animation
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//! internal animation
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void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
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{
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t->flags = flags;
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CHAINGUN,
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};
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//! aplly a special effect to the shader
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//! apply a special effect to the shader
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enum eItemSpecialEffect
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{
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SPECIAL_SFX_NONE = 0,
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@ -55,7 +55,7 @@ enum eItemSpecialEffect
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SPECIAL_SFX_ROTATE_1 = 4,
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};
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// a List for defining a model
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// a list for defining a model
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struct SItemElement
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{
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const c8 *key;
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@ -124,11 +124,11 @@ funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename);
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/*
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get the current collision respone camera animator
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get the current collision response camera animator
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*/
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ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device );
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//! internal Animation
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//! internal animation
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enum eTimeFireFlag
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{
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FIRED = 1,
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