diff options
author | Tim Angus <tim@ngus.net> | 2001-10-25 19:13:00 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-10-25 19:13:00 +0000 |
commit | 173aa35bf89dc6ce40263575e9eb81b9a8c72587 (patch) | |
tree | dd0eff026788a953a5a277db42bc23371f68898a /src | |
parent | 37ff575d8820d46f286204b1fa5abc33b06ff83f (diff) |
More hacking of the ctags setup
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_main.c | 10 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 3 |
2 files changed, 8 insertions, 5 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index 7d0e9a7d..32cc9bf5 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -743,11 +743,11 @@ static void CG_RegisterGraphics( void ) { for( i = 0; i < 32; i++ ) cgs.media.flameShader[ i ] = trap_R_RegisterShader( va( "fireball%d", i + 1 ) ); - cgs.media.creepShader = trap_R_RegisterShader( "creep" ); + /*cgs.media.creepShader = trap_R_RegisterShader( "creep" );*/ cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" ); cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" ); - cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" ); + /*cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" );*/ cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); @@ -875,8 +875,10 @@ static void CG_RegisterGraphics( void ) { // only register the items that the server says we need strcpy( items, CG_ConfigString( CS_ITEMS) ); - for ( i = 1 ; i < bg_numItems ; i++ ) { - if ( items[ i ] == '1' || cg_buildScript.integer ) { + for( i = 1; i < bg_numItems; i++ ) + { + if( items[ i ] == '1' || cg_buildScript.integer ) + { CG_LoadingItem( i ); CG_RegisterItemVisuals( i ); } diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 07007759..7e2f78cc 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -608,7 +608,8 @@ void CG_RegisterWeapon( int weaponNum ) { CG_RegisterItemVisuals( item - bg_itemlist ); // load cmodel before model so filecache works - weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] ); + if( item->world_model[ 0 ] ) + weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] ); // calc midpoint for rotation trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); |