Quake 4 related bug fixes.

This commit is contained in:
Justin Marshall
2026-05-10 01:30:36 -07:00
parent d37f87e493
commit 74dbe3d933
27 changed files with 4555 additions and 2777 deletions
+22 -1
View File
@@ -13,6 +13,10 @@
#include "Game_Log.h"
// RAVEN END
#include "../bse/BSE_Envelope.h"
#include "../bse/BSE_Particle.h"
#include "../bse/BSE.h"
//#define UI_DEBUG 1
#ifdef GAME_DLL
@@ -394,6 +398,11 @@ idGameLocal::Init
initialize the game object, only happens once at startup, not each level load
============
*/
static idDecl* AllocEffectDecl(void) {
idDecl* decl = new rvDeclEffect();
return decl;
}
// RAVEN BEGIN
// jsinger: attempt to eliminate cross-DLL allocation issues
extern idHashTable<rvViseme> *visemeTable100;
@@ -459,6 +468,9 @@ void idGameLocal::Init( void ) {
declManager->RegisterDeclFolder("materials/types", ".mtt", DECL_MATERIALTYPE);
declManager->RegisterDeclFolder("lipsync", ".lipsync", DECL_LIPSYNC);
declManager->RegisterDeclFolder("playbacks", ".playback", DECL_PLAYBACK);
declManager->RegisterDeclType("effect", DECL_EFFECT, AllocEffectDecl);
declManager->RegisterDeclFolder("effects", ".fx", DECL_EFFECT);
// jmarshall end
// jsinger: added to support serialization/deserialization of binary decls
@@ -8417,7 +8429,16 @@ idGameLocal::MT_GetMaterialTypeArray
============
*/
byte* idGameLocal::MT_GetMaterialTypeArray(idStr image, int& width, int& height) {
return MT_GetMaterialTypeArray(image, width, height);
return ::MT_GetMaterialTypeArray(image, width, height);
}
/*
===========
idGameLocal::MT_FreeMaterialTypeArray
============
*/
void idGameLocal::MT_FreeMaterialTypeArray(byte* buffer) {
free(buffer);
}
/*