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authorTim Angus <tim@ngus.net>2001-10-25 19:13:00 +0000
committerTim Angus <tim@ngus.net>2001-10-25 19:13:00 +0000
commit173aa35bf89dc6ce40263575e9eb81b9a8c72587 (patch)
treedd0eff026788a953a5a277db42bc23371f68898a /src
parent37ff575d8820d46f286204b1fa5abc33b06ff83f (diff)
More hacking of the ctags setup
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_main.c10
-rw-r--r--src/cgame/cg_weapons.c3
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 );