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authorZack Middleton <zturtleman@gmail.com>2014-03-10 16:19:02 -0500
committerTim Angus <tim@ngus.net>2014-06-17 17:43:41 +0100
commit1686d30c166397db7b8daa5ac629ffdebe5123b0 (patch)
tree38d9baa2a53d8c9fb9ed35404c6da0297ec8f921
parent0c7e57b7c87602024b9ebc5263b09b898625bfcc (diff)
Fix R_GetEntityToken ending prematurely
If spawn var key or value is "" it caused R_GetEntityToken (available to cgame, used by opengl2) to stop parsing, whereas game VM would continue. Changed it to match parsing used for game VM (see G_GET_ENTITY_TOKEN in code/server/sv_game.c). The map poq3dm5 has a "wait" key with value "".
-rw-r--r--src/renderergl1/tr_bsp.c2
-rw-r--r--src/renderergl2/tr_bsp.c2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/renderergl1/tr_bsp.c b/src/renderergl1/tr_bsp.c
index bccc2ba2..bf4c7e31 100644
--- a/src/renderergl1/tr_bsp.c
+++ b/src/renderergl1/tr_bsp.c
@@ -1777,7 +1777,7 @@ qboolean R_GetEntityToken( char *buffer, int size ) {
s = COM_Parse( &s_worldData.entityParsePoint );
Q_strncpyz( buffer, s, size );
- if ( !s_worldData.entityParsePoint || !s[0] ) {
+ if ( !s_worldData.entityParsePoint && !s[0] ) {
s_worldData.entityParsePoint = s_worldData.entityString;
return qfalse;
} else {
diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c
index 75b2d1f5..742d6b57 100644
--- a/src/renderergl2/tr_bsp.c
+++ b/src/renderergl2/tr_bsp.c
@@ -2723,7 +2723,7 @@ qboolean R_GetEntityToken( char *buffer, int size ) {
s = COM_Parse( &s_worldData.entityParsePoint );
Q_strncpyz( buffer, s, size );
- if ( !s_worldData.entityParsePoint || !s[0] ) {
+ if ( !s_worldData.entityParsePoint && !s[0] ) {
s_worldData.entityParsePoint = s_worldData.entityString;
return qfalse;
} else {