The GtkRadiant sources as originally released under the GPL license.

This commit is contained in:
Travis Bradshaw
2012-01-31 15:20:35 -06:00
commit 0991a5ce8b
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#!/bin/sh
# temporary..
# grab the gtk devel package
# FIXME: for win32 SDK only
echo "Updating src/"
echo "NOTE: check we are using the latest gtk dev packages"
echo "NOTE: we are not putting our patched versions in"
rm -rf src
unzip /cygdrive/c/Download/Gtk-20001023/glib-dev-20001023.zip
unzip /cygdrive/c/Download/Gtk-20001023/gtk+-dev-20000722.zip
unzip /cygdrive/c/Download/Gtk-20001023/libiconv-dev-20001007.zip
unzip /cygdrive/c/Download/Gtk-20001023/extralibs-dev-20001007.zip

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#!/bin/sh
# what I use to run this script on my win32 box:
# have cygwin, perl (ActiveState) and the cygwin zip utility
# for zip: http://www.hirmke.de/software/develop/gnuwin32/cygwin/porters/Hirmke_Michael/GNUWin32-links.html#zip-2.3%20(cygwin1.1)
# FIXME: I'd like to have this same script used for both platforms
# for the SDK we recreate a smaller tree and only put the stuff we want
# what potentially changes across platforms is the binaries and the src/ subtree for gtk stuff
# proceed in order:
# include directory for all plugin API
mkdir GtkRadiant
mkdir GtkRadiant/include
rm -rf ./GtkRadiant/include/*
echo "Copying GtkRadiant API headers"
cp ../../include/* ./GtkRadiant/include
# now fill in the plugins menu:
# copy common, textool and the sample plugin
mkdir GtkRadiant
mkdir GtkRadiant/plugins
mkdir GtkRadiant/plugins/common
mkdir GtkRadiant/plugins/textool
mkdir GtkRadiant/plugins/sample
rm -rf ./GtkRadiant/plugins/*
echo "Copying TexTool"
cp -R ../../plugins/textool ./GtkRadiant/plugins/textool
cp -R ../../plugins/common ./GtkRadiant/plugins/common
echo "Copying Sample plugin"
cp -R ../../plugins/sample ./GtkRadiant/plugins/sample
# get gtkradiant binary (you know you want it)
# FIXME: for win32 SDK only
#cp ../radiant/Release/Q3Radiant.exe GtkRadiant.exe
# grab the gtk devel package
# FIXME: for win32 SDK only
echo "Updating src/"
echo "NOTE: check we are using the latest gtk dev packages"
echo "NOTE: we are not putting our patched versions in"
rm -rf src
unzip /cygdrive/c/Download/Gtk-20001023/glib-dev-20001023.zip
unzip /cygdrive/c/Download/Gtk-20001023/gtk+-dev-20000722.zip
unzip /cygdrive/c/Download/Gtk-20001023/libiconv-dev-20001007.zip
unzip /cygdrive/c/Download/Gtk-20001023/extralibs-dev-20001007.zip
# grab the src/build directory, we use it with the cygwin makefiles
cp -R ../../../src/build src
# build the SDK
#echo "Check the sample/ directory is clean"
#zip -r PluginSDK.zip src private sample README.html GtkRadiant.exe

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#!/bin/sh
# temporary..
# build the SDK zip
rm PluginSDK.zip
zip -r PluginSDK.zip src GtkRadiant README.html

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="GENERATOR" content="Mozilla/4.73 [en] (Win98; U) [Netscape]">
<title>Q3Radiant plugin SDK
</title>
</head>
<body>
<center><b><font size=+2>GtkRadiant plugin SDK</font></b></center>
<center><b><font size=+2>http://www.gtkradiant.com</font></b></center>
<p><br>
<div align=right><b><font size=+2>Version: <font color="#FF0000">GtkRadiant
1.1-TA-beta</font></font></b>
<br><b><font size=+2><font color="#000000">Last updated: </font><font color="#FF0000">01/14/2001</font></font></b></div>
<p><br>
<hr WIDTH="100%"><font size=+2>What do I have?</font>
<br><font size=+1><tt>GtkRadiant/include/</tt>: Radiant plugin API
headers</font>
<br><font size=+1><tt>GtkRadiant/plugins/sample/</tt>: an empty plugin nutshell,
handy to start a new one (NOTE: a cygwin makefile for Sample is also
provided)</font>
<br><font size=+1><tt>GtkRadiant/plugins/textool/</tt>: TexTool plugin
source code</font>
<br><font size=+1><tt>src/</tt>: Gtk headers and libraries for win32</font>
<p> <font size=+2>A Word about Gtk:</font>
<br><font size=+1>GtkRadiant is using the <a href="http://www.gtk.org"
target="_new">Gtk toolkit</a> for all the user interface. There's a specific
page for the <a href="http://user.sgic.fi/~tml/gimp/win32/" target="_new">Gtk on
win32</a>. If you are going to write a plugin for GtkRadiant, we recommend you
use Gtk, but it's not a required feature. You can write plugins using the native
windows API or even VB. Don't hesitate to ask for help on the <a
href="http://www.egroups.com/register?referer=/subscribe/radiant-plugins"
target="_new">plugin mailing list</a> or to drop by on irc.telefragged.com
#qeradiant</font></p>
<p><font size=+2>Plugin basics:</font>
<br><font size=+2>main features available to plugins:</font>
<ul>
<li>
<font size=+1>Manipulate MAP data: read and write brushes, patches, epairs and entities</font></li>
<li>
<font size=+1>Override the BSP menu to process your own building commands</font></li>
<li>
<font size=+1>Read / Write project settings epairs</font></li>
<li>
<font size=+1>Use OpenGL to draw in the 2D/3D view, or in your own plugin
windows</font></li>
<li>
<font size=+1>Use listeners to catch events in Radiant (like a change of
texture or brush select / deselect)</font></li>
<li>
<font size=+1>Use listeners to listen for window events (for mouse interaction
in the 2D view)</font></li>
<li>
<font size=+1>Create new plugin entities that show up in the Radiant window,
which you can draw yourself and handle the user interaction</font></li>
<li>
<font size=+1>Use the Radiant internal parser to hook your own MAP format
changes for plugin entities</font></li>
<li>
<font size=+1>Access polygon and texture information on the current selected
face</font></li>
<li>
<font size=+1>Override the texture / shader code to provide your own texture
formats and shader system</font></li>
<li>
<font size=+1>Add new surface properties, and change the MAP format accordingly</font></li>
</ul>
<font size=+2>overall structure of a plugin:</font>
<br><font size=+1>A plugin is a DLL (dynamic loading library) that exposes
some API to Radiant. Plugins must be put in the plugins/ directory, they
get loaded at startup by Radiant. Any plugin has a few required entry points
in order to get loaded correctly:</font>
<ul>
<li>
<font size=+1><tt>QERPlug_Init</tt> is the first entry point called, used
for initialization and sending back the plugin name that appears in the
console</font></li>
<li>
<font size=+1><tt>QERPlug_GetName</tt> returns the name of the plugin as
it appears in the plugin menu</font></li>
<li>
<font size=+1><tt>QERPlug_GetCommandList</tt> returns a list describing
the items in the plugin submenu</font></li>
<li>
<font size=+1><tt>QERPlug_GetFuncTable</tt> returns the address of the
_QERFuncTable_1 of the plugin. After Radiant got the pointer to the function
table it will fill it and the plugin is able to call into the editor.</font></li>
<li>
<font size=+1><tt>QERPlug_Dispatch</tt> is called when the user hits a
command in the plugin menu. The plugin is then free to process.</font></li>
</ul>
<font size=+2>the function table and interfaces:</font>
<br><font size=+1>Instead of exporting entry points, Radiant fills in function
pointer tables. The main and required function table is <tt>_QERFuncTable_1</tt>.
Each plugin must have it and let Radiant fill it. Some additional or specialized
functionalities can be accessed with other tables like <tt>_QERQglTable</tt>
for GL stuff. These have to be requested to Radiant using <tt>_QERFuncTable_1::m_pfnRequestInterface</tt>
(see <tt>TexTool</tt> for an example). Each additional function table has
a "globally unique identifier" (<tt>QERQglTable_GUID</tt> for GL stuff)
that's used to identify the interface across plugins.</font>
<p><font size=+1>NOTE: some function tables are used by Radiant and must
be filled by the plugin (ie. they work in reverse compared to usual ones).
In this case the plugin must export an additional entry point <tt>int WINAPI
QERPlug_RequestInterface( REFGUID, LPVOID );</tt></font>
<p><font size=+2>virtual classes:</font>
<br><font size=+1>some stuff is better represented by an abstract C++ class.
For those with COM knowledge, it's just a very lightweight COM way of doing
things. These classes have very basic reference counting through <tt>IncRef()</tt>
and <tt>DecRef()</tt> .. you are supposed to increment or decrement the
reference count each time you store or release a pointer to these classes,
otherwise they could get unexpectedly erased and you would be very very
sorry. The <tt>IListener</tt> class in <tt>IMessaging.h</tt> can be implemented
by the plugin and handed over to Radiant to listen for events. See <tt>TexTool</tt>
for examples.</font>
<br>&nbsp;
<p><font size=+2>More stuff:</font>
<br><font size=+1>If you need more information or if you want new features for
plugins, see the source code for <tt>TexTool</tt> and <tt>Curry</tt>.
<tt>TexTool</tt> source comes with the plugin SDK, and <tt>Curry</tt> source is
available <a href="http://curry.sourceforge.net">from their web site</a>. You
can <a
href="http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/?cvsroot=curry">browse it
online</a> from <a href="http://sourceforge.net/project/?group_id=1263">the
project page</a>. <a
href="http://sourceforge.net/project/?group_id=5326">PrtView</a> has neat code
samples on how to draw in the 2D views or camera window. These two plugins are
under GPL licensing. The dedicated place to talk about plugin coding is the <a
href="http://www.egroups.com/group/radiant-plugins">plugins-coding mailing
list</a> ... see you there. You may also get an updated list of the plugins for
Radiant <a href="http://plugins.qeradiant.com">on our dedicated web
site</a>.<br>
Update: you can also have a look to the <a
href="http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/?cvsroot=pk3man "
target="_new">pk3man source</a>.</font>
<p><font size=+2>Conclusion:</font>
<br><font size=+1>this document is intended as a quickstart for potential
plugin writers. I hope it meets it's objective. It's not a complete and
systematic documentation, I doubt there will be one ever unless someone
decides to do it. Feel free to send me contributions to this document.
<a href="mailto:timo@qeradiant.com">Send feedback to me</a>.</font>
</body>
</html>

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Plugin SDK for GtkRadiant
TODO list
win32:
write script to generate the plugin SDK
sample dll
documentation
headers
gtk libs (devel package + our stuff on top)
linux:
same thing more or less..
except we rely on the user for his Gtk installation
put some docs, links to curry and pk3man for source
[15:23] <leo> you don't need to do:
[15:23] <leo> #ifdef __linux__
[15:23] <leo> extern "C" char* QERPlug_Init (void* hApp, GtkWidget* pMainWidget)
[15:23] <leo> #else
[15:23] <leo> //LPCSTR __declspec(dllexport) QERPlug_Init(HMODULE hApp, GtkWidget* pMainWidget)
[15:23] <leo> extern "C" LPCSTR WINAPI QERPlug_Init(HMODULE hApp, GtkWidget* pMainWidget)
[15:23] <leo> #endif
[15:23] <TTimo> yes that needs cleaning
[15:23] <TTimo> is it yet?
[15:23] <leo> extern "C" char* WINAPI QERPlug_Init works
[15:24] <TTimo> way cool
[15:24] <leo> some plugins have it
[15:24] <leo> just thought I'd mention as you're writing the SDK
need to put TexTool source in as well..
put a f* updated binary of gktradiant in there

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#!/usr/bin/env perl
#
# Common setup functions for building release packages
#
# Gef - Jan3 2002
# - Initial framework for migrating setup/release building to perl
# TODO:
# Gef - Cleaner handling of cons builds, currently doesn't catch cons errors
package setup;
# Package constructor
sub new
{
my $this = {};
bless $this;
return $this;
}
# Replace in file parm-1; parm-2 with parm-3
sub replace
{
shift;
my $file = shift(@_);
my $search = shift(@_);
my $replace_with = shift(@_);
# need to use | instead of / with sed since the variables will contain /'s which confuse it
system("cat '$file' | sed -e 's|$search|$replace_with|g' > '$file.tmp'");
system("cp '$file.tmp' '$file'; rm '$file.tmp'");
}
# Not exactly common (between win32/linux), but useful here all the same
sub cons_build
{
shift;
my $BUILD_DIR = shift(@_);
my $BUILD_CMD = shift(@_);
# use a direct system() call since syscmd doesnt catch cons errors
system("cd $BUILD_DIR; $BUILD_CMD");
}
# Maintain a list of errors that have occured
sub collate_error
{
#shift;
my $err_type = shift(@_); # unused
my $err_command = shift(@_);
@errors[$err_count++] = "$err_command";
}
# Output the list of errors stored
sub print_errors
{
my $count = 0;
if($err_count gt 0)
{
if($err_count > 25)
{
print("$err_count Errors!! Ouch, looks like something screwed up.\n");
}
else
{
print("$err_count Error(s) encountered\n");
}
for($count; $count lt $err_count; $count++)
{
if(@errors[$count] ne "")
{
print("-> @errors[$count]\n");
}
}
}
#else
#{
# print("No errors encountered.\n");
#}
}
# A wrapper for system() calls that catches errors
sub syscmd
{
shift;
my $command_string = shift(@_);
# todo: identify multiple commands (commands split with ;'s)
# todo: catch cons errors (cons doesn't return a value)
system("$command_string");
my $sysretval = $?;
if(($sysretval gt 0) && ($sysretval lt 257))
{
@cmdlist = split(" ", $command_string);
if(@cmdlist[0] eq "cp")
{
collate_error("copy", $command_string);
}
elsif(@cmdlist[0] eq "mv")
{
collate_error("move", $command_string);
}
elsif(@cmdlist[0] eq "cons")
{
collate_error("cons", $command_string);
}
elsif(@cmdlist[0] eq "cd")
{
collate_error("changed dir", $command_string);
}
elsif(@cmdlist[0] eq "mkdir")
{
collate_error("make dir", $command_string);
}
elsif(@cmdlist[0] eq "cat")
{
collate_error("cat", $command_string);
}
elsif(@cmdlist[0] eq "rm")
{
collate_error("remove", $command_string);
}
else
{
collate_error("unhandled", $command_string);
}
}
return $sysretval;
}
# Close package
1;

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Radiant - Credits</title>
<style type="text/css">
<!--
a:link { color: #9999FF ; text-decoration: none ; }
a:visited { color: #6666AA ; text-decoration: none ; }
a:hover { color: #6666FF ; text-decoration: none ; }
h3 { color: #FFFFFF ; }
b { color: #CCCCCC ; }
//-->
</style>
</head>
<body text="#BBBBBB" bgcolor="#000000">
<div align="center">
<table width="95%" cellpadding="0" cellspacing="0" border="0"><tr><td>
<div align="center">
<table width="100%" cellpadding="0" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="center">
<h3>Credits</h3>
</td></tr>
</table>
</div>
<ul>
<p>
<b>Loki Games</b><br>
<a href="http://www.lokigames.com" target="_new">Loki games</a> was the instigator of the project.
Leonardo Zide wrote the initial port to Gtk+, which is based on the win32 version of Q3Radiant by
<a href="http://www.idsoftware.com">Id Software</a>.
<ul>
· Leonardo Zide <a href="mailto:leonardo@centroin.com.br">&lt;leonardo@centroin.com.br&gt;</a><br>
· QA: Mike Phillips<br>
· Overall coordination: Bernd Kreimeier<br>
</ul>
</p>
<p>
<b>Id software</b><br>
<a href="http://www.idsoftware.com">Id software</a> is actively supporting
the project by providing resources, advice and developer time.
</p>
<b>QERadiant.com</b><br>
<a href="http://www.qeradiant.com">QERadiant.com</a> is the main entity
behind the editor. The team has been handling editor developement, website
work and documentation for several years now. Many people on the team have
been involved in several areas, plugin developpement, contributing patches,
doing documentation (.. and fixing my bad html)<br>
<BR>
<ul>
<p>
<b>Project leader:</b>
<br>- TTimo <a href="mailto:ttimo@idsoftware.com">&lt;ttimo@idsoftware.com&gt;</a>
</p>
<p>
<b>Editor developers and contributors:</b>
<br>- Arnout "RR2DO2" van Meer <a href="mailto:rr2do2@q3f.com">&lt;rr2do2@q3f.com&gt;</a>
<br>- David Olofson <a href="mailto:david@olofson.net">&lt;david@olofson.net&gt;</a>
<br>- Dominic "Hydra" Clifton <a href="mailto:hydrasworld@hotmail.com">&lt;hydrasworld@hotmail.com&gt;</a>
<br>- Geoff "Gef" Davis <a href="mailto:gefdavis@dingoblue.net.au">&lt;gefdavis@dingoblue.net.au&gt;</a>
<br>- Geoffrey DeWan <a href="mailto:gdewan@prairienet.org">&lt;gdewan@prairienet.org&gt;</a>
<br>- Gordon "djbob" Biggans <a href="mailto:gbiggans@uglab.eee.strath.ac.uk">&lt;gbiggans@uglab.eee.strath.ac.uk&gt;</a>
<br>- Jan Paul "MrElusive" van Waveren
<br>- Jonas
<br>- Leonardo Zide (initial ports and general developement) <a href="mailto:leonardo@centroin.com.br">&lt;leonardo@centroin.com.br&gt;</a>
<br>- LordHavoc - Q1 support work
<br>- MarsMattel <a href="mailto:icky.gildea@cableinet.co.uk">&lt;icky.gildea@cableinet.co.uk&gt;</a>
<br>- Michael Schlueter
<br>- Nurail
<br>- Pablo "^Fishman" Zurita <a href="mailto:pabloz@qeradiant.com">&lt;pabloz@qeradiant.com&gt;</a>
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>- Ryan "Riant" Lahaie-Cohen <a href="rmarc@sympatico.ca">&lt;rmarc@sympatico.ca&gt;</a>
<br>- Robert Duffy
<br>- SCDS_reyalP <a href="mailto:rfm@redshift.com">&lt;rfm@redshift.com&gt;</a>
<br>- Shawn "EvilTypeGuy" Walker <a href="mailto:eviltypeguy@qeradiant.com">&lt;eviltypeguy@qeradiant.com&gt;</a>
<br>- SmallPileOfGibs <a href="mailto:spog@planetquake.com">&lt;spog@planetquake.com&gt;</a>
<br>
</p>
<p>
<b>ET GamePack:</b>
<br>- <a href="http://www.splashdamage.com">SplashDamage</a>
</p>
<p>
<b>OSX Port:</b>
<br>- X-Man
<br>- <a href="http://fink.sourceforge.net">fink team</a>
<br>- Anders Gudmundson
</p>
<p>
<b>Q3Map 2.0 and general Q3Map improvements:</b>
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>
</p>
<p>
<b>Picmodel library:</b>
<br>- SeaW0lf
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>
</p>
<p>
<b>Setup media: sample maps, shader scripts, md3s, entities.def:</b>
<br>- AstroCreep
<br>- Jean-Francois "Eutectic" Groleau
<br>- Primer
</p>
<p>
<b>Game Packs Help</b>
<br>- <a href="http://www.ravensoft.com">Raven Software</a> - James Monroe & Mike Majernik
<br>&nbsp;Jedi Academy game pack
<br>- Ryan "Riant" Lahaie-Cohen <a href="rmarc@sympatico.ca">&lt;rmarc@sympatico.ca&gt;</a>
<br>&nbsp;Jedi Knight II, Star Trek Voyager: Elite Force, and Soldier of Fortune 2 game packs
</p>
<p>
<b>Half-Life Module</b>
<br>- Dominic "Hydra" Clifton <a href="mailto:hydrasworld@hotmail.com">&lt;hydrasworld@hotmail.com&gt;</a>
</p>
<p>
<b>BobToolz plugin:</b>
<br>- Gordon "djbob" Biggans <a href="mailto:gbiggans@uglab.eee.strath.ac.uk">&lt;gbiggans@uglab.eee.strath.ac.uk&gt;</a>
<br>- MarsMattel
</p>
<p>
<b>Curry plugin Team:</b>
<br>- Mike "mickey" Jackman
<br>- Tim "Maj" Rennie
<br>- William "SmallPileOfGibs" Joseph
</p>
<p>
<b>PrtView plugin, various bug fixes and q3map guru:</b>
<br>- Geoffrey DeWan
</p>
<p>
<b>Gensurf plugin</b>
<br>- David Hyde
</p>
<p>
<b>2D background image plugin</b>
<br>- SCDS_Reyalp
</p>
<p>
<b>Web staff:</b>
<br>- Dave "Bargle" Koenig and Jason "Wolfen" Spencer
<br>- Geoff "Gef" Davis <a href="mailto:gefdavis@dingoblue.net.au">&lt;gefdavis@dingoblue.net.au&gt;</a>
<br>- Tristan "Jherax" Blease <a href="mailto:jherax@qeradiant.com">&lt;jherax@qeradiant.com&gt;</a>
<br>- neo279, Erukian, space, ButtMonkey
<br>- Thanks to John Hutton, AstroCreep and W2k for web help
</p>
<p>
<b>FAQ:</b>
<br>- Equim and Wex
<br>
</p>
</ul>
<br>
<p>
Thanks to everyone on the beta mailing list and irc.telefragged.com #qeradiant
for testing and feedback.
<br><br>
Updated icons by AstroCreep
<br>Bitch-slapping by raYGunn
</p>
Special thanks to <a href="http://www.gtk.org" target="_new">The Gtk+ project</a> and specially <a href="mailto:tml@iki.fi">Tor Lillqvist</a>, maintainer of the <a href="http://www.gimp.org/win32/">win32 port of Gtk+</a>.
</ul>
<div align="center">
<table width="100%" cellpadding="0" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="center">
&nbsp;
</td></tr>
</table>
</div>
</table>
</div>
</body>
</html>

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/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
#include "utils.cg"
struct cg_vertex2fragment
{
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
struct cg_fragment2final
{
float4 color : COLOR;
};
cg_fragment2final main(cg_vertex2fragment IN,
uniform sampler2D diffusemap,
uniform sampler2D bumpmap,
uniform sampler2D specularmap,
uniform sampler2D attenuationmap_xy,
uniform sampler2D attenuationmap_z,
uniform float3 view_origin,
uniform float3 light_origin,
uniform float3 light_color,
uniform float bump_scale,
uniform float specular_exponent)
{
cg_fragment2final OUT;
// construct object-space-to-tangent-space 3x3 matrix
float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
// compute view direction in tangent space
float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
// compute light direction in tangent space
float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
// compute half angle in tangent space
float3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
T.z *= bump_scale;
float3 N = normalize(T);
// compute the diffuse term
float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
diffuse.rgb *= light_color * saturate(dot(N, L));
// compute the specular term
float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
// compute attenuation
float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
// compute final color
OUT.color.rgba = diffuse;
OUT.color.rgb += specular;
OUT.color.rgb *= attenuation_xy;
OUT.color.rgb *= attenuation_z;
return OUT;
}

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/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_app2vertex
{
float4 position : POSITION;
float4 tex0 : ATTR8;
float3 tangent : ATTR9;
float3 binormal : ATTR10;
float3 normal : ATTR11;
};
struct cg_vertex2fragment
{
float4 hposition : POSITION;
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
cg_vertex2fragment main(cg_app2vertex IN)
{
cg_vertex2fragment OUT;
// transform vertex position into homogenous clip-space
OUT.hposition = mul(glstate.matrix.mvp, IN.position);
// assign position in object space
OUT.position = IN.position;
// transform texcoords
OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
// transform texcoords
OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
// transform texcoords
OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
// transform vertex position into light space
OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
// assign tangent space vectors
OUT.tangent = IN.tangent;
OUT.binormal = IN.binormal;
OUT.normal = IN.normal;
return OUT;
}

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!!ARBfp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbfp1
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbfp1.cg
# source file: ..\..\setup\data\tools\gl/utils.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.diffusemap
#semantic main.bumpmap
#semantic main.specularmap
#semantic main.attenuationmap_xy
#semantic main.attenuationmap_z
#semantic main.view_origin
#semantic main.light_origin
#semantic main.light_color
#semantic main.bump_scale
#semantic main.specular_exponent
#var float4 IN.position : $vin.TEX0 : TEX0 : 0 : 1
#var float4 IN.tex_diffuse_bump : $vin.TEX1 : TEX1 : 0 : 1
#var float4 IN.tex_specular : $vin.TEX2 : TEX2 : 0 : 1
#var float4 IN.tex_atten_xy_z : $vin.TEX3 : TEX3 : 0 : 1
#var float3 IN.tangent : $vin.TEX4 : TEX4 : 0 : 1
#var float3 IN.binormal : $vin.TEX5 : TEX5 : 0 : 1
#var float3 IN.normal : $vin.TEX6 : TEX6 : 0 : 1
#var sampler2D diffusemap : : texunit 0 : 1 : 1
#var sampler2D bumpmap : : texunit 1 : 2 : 1
#var sampler2D specularmap : : texunit 2 : 3 : 1
#var sampler2D attenuationmap_xy : : texunit 3 : 4 : 1
#var sampler2D attenuationmap_z : : texunit 4 : 5 : 1
#var float3 view_origin : : c[4] : 6 : 1
#var float3 light_origin : : c[2] : 7 : 1
#var float3 light_color : : c[3] : 8 : 1
#var float bump_scale : : c[1] : 9 : 1
#var float specular_exponent : : c[5] : 10 : 1
#var float4 main.color : $vout.COL : COL : -1 : 1
#const c[0] = 0.5 2 0
PARAM c[6] = { { 0.5, 2, 0 },
program.local[1..5] };
TEMP R0;
TEMP R1;
TEMP R2;
ADD R1.xyz, -fragment.texcoord[0], c[2];
DP3 R0.z, fragment.texcoord[6], R1;
DP3 R0.x, fragment.texcoord[4], R1;
DP3 R0.y, fragment.texcoord[5], R1;
ADD R1.xyz, -fragment.texcoord[0], c[4];
DP3 R0.w, R0, R0;
DP3 R2.z, fragment.texcoord[6], R1;
DP3 R2.x, fragment.texcoord[4], R1;
DP3 R2.y, fragment.texcoord[5], R1;
RSQ R0.w, R0.w;
MUL R1.xyz, R0.w, R0;
DP3 R1.w, R2, R2;
RSQ R0.w, R1.w;
MUL R2.xyz, R0.w, R2;
ADD R2.xyz, R1, R2;
DP3 R0.w, R2, R2;
RSQ R2.w, R0.w;
TEX R0.xyz, fragment.texcoord[1].zwzw, texture[1], 2D;
ADD R0.xyz, R0, -c[0].x;
MUL R0.xyz, R0, c[0].y;
MUL R0.z, R0, c[1].x;
DP3 R1.w, R0, R0;
RSQ R0.w, R1.w;
MUL R0.xyz, R0.w, R0;
MUL R2.xyz, R2.w, R2;
DP3_SAT R0.w, R0, R2;
DP3_SAT R0.x, R0, R1;
TEX R2.xyz, fragment.texcoord[2], texture[2], 2D;
MUL R1.xyz, R2, c[3];
POW R0.w, R0.w, c[5].x;
MUL R2.xyz, R1, R0.w;
MUL R1.xyz, R0.x, c[3];
TEX R0, fragment.texcoord[1], texture[0], 2D;
MAD R2.xyz, R0, R1, R2;
TXP R0.xyz, fragment.texcoord[3], texture[3], 2D;
MOV R1.y, c[0].z;
MOV R1.x, fragment.texcoord[3].z;
TEX R1.xyz, R1, texture[4], 2D;
MUL R0.xyz, R2, R0;
MUL result.color.xyz, R0, R1;
MOV result.color.w, R0;
END
# 41 instructions, 3 R-regs

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@@ -0,0 +1,73 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
uniform sampler2D u_diffusemap;
uniform sampler2D u_bumpmap;
uniform sampler2D u_specularmap;
uniform sampler2D u_attenuationmap_xy;
uniform sampler2D u_attenuationmap_z;
uniform vec3 u_view_origin;
uniform vec3 u_light_origin;
uniform vec3 u_light_color;
uniform float u_bump_scale;
uniform float u_specular_exponent;
varying vec3 var_vertex;
varying vec4 var_tex_diffuse_bump;
varying vec2 var_tex_specular;
varying vec4 var_tex_atten_xy_z;
varying mat3 var_mat_os2ts;
void main()
{
// compute view direction in tangent space
vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
// compute light direction in tangent space
vec3 L = normalize(var_mat_os2ts * (u_light_origin - var_vertex));
// compute half angle in tangent space
vec3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
vec3 N = 2.0 * (texture2D(u_bumpmap, var_tex_diffuse_bump.pq).xyz - 0.5);
N.z *= u_bump_scale;
N = normalize(N);
// compute the diffuse term
vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
// compute the specular term
vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
// compute attenuation
vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
// compute final color
gl_FragColor.rgba = diffuse;
gl_FragColor.rgb += specular;
gl_FragColor.rgb *= attenuation_xy;
gl_FragColor.rgb *= attenuation_z;
}

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!!ARBvp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbvp1
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbvp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbvp1
#program main
#semantic glstate : STATE
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : c[8], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : c[12], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : c[16], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
#var float4 IN.position : $vin.POSITION : POSITION : 0 : 1
#var float4 IN.tex0 : $vin.ATTR8 : ATTR8 : 0 : 1
#var float3 IN.tangent : $vin.ATTR9 : ATTR9 : 0 : 1
#var float3 IN.binormal : $vin.ATTR10 : ATTR10 : 0 : 1
#var float3 IN.normal : $vin.ATTR11 : ATTR11 : 0 : 1
#var float4 main.hposition : $vout.HPOS : HPOS : -1 : 1
#var float4 main.position : $vout.TEX0 : TEX0 : -1 : 1
#var float4 main.tex_diffuse_bump : $vout.TEX1 : TEX1 : -1 : 1
#var float4 main.tex_specular : $vout.TEX2 : TEX2 : -1 : 1
#var float4 main.tex_atten_xy_z : $vout.TEX3 : TEX3 : -1 : 1
#var float3 main.tangent : $vout.TEX4 : TEX4 : -1 : 1
#var float3 main.binormal : $vout.TEX5 : TEX5 : -1 : 1
#var float3 main.normal : $vout.TEX6 : TEX6 : -1 : 1
PARAM c[20] = { state.matrix.mvp,
state.matrix.texture[0],
state.matrix.texture[1],
state.matrix.texture[2],
state.matrix.texture[3] };
TEMP R0;
DP4 result.position.w, vertex.position, c[3];
DP4 result.position.z, vertex.position, c[2];
DP4 result.position.y, vertex.position, c[1];
DP4 result.position.x, vertex.position, c[0];
DP4 R0.y, vertex.attrib[8], c[9];
DP4 R0.x, vertex.attrib[8], c[8];
MOV result.texcoord[0], vertex.position;
MOV result.texcoord[1].zw, R0.xyxy;
DP4 result.texcoord[1].y, vertex.attrib[8], c[5];
DP4 result.texcoord[1].x, vertex.attrib[8], c[4];
DP4 result.texcoord[2].w, vertex.attrib[8], c[15];
DP4 result.texcoord[2].z, vertex.attrib[8], c[14];
DP4 result.texcoord[2].y, vertex.attrib[8], c[13];
DP4 result.texcoord[2].x, vertex.attrib[8], c[12];
DP4 result.texcoord[3].w, vertex.position, c[19];
DP4 result.texcoord[3].z, vertex.position, c[18];
DP4 result.texcoord[3].y, vertex.position, c[17];
DP4 result.texcoord[3].x, vertex.position, c[16];
MOV result.texcoord[4].xyz, vertex.attrib[9];
MOV result.texcoord[5].xyz, vertex.attrib[10];
MOV result.texcoord[6].xyz, vertex.attrib[11];
END
# 21 instructions, 1 R-regs

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@@ -0,0 +1,58 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
attribute vec4 attr_TexCoord0;
attribute vec3 attr_Tangent;
attribute vec3 attr_Binormal;
varying vec3 var_vertex;
varying vec4 var_tex_diffuse_bump;
varying vec2 var_tex_specular;
varying vec4 var_tex_atten_xy_z;
varying mat3 var_mat_os2ts;
void main()
{
// transform vertex position into homogenous clip-space
gl_Position = ftransform();
// assign position in object space
var_vertex = gl_Vertex.xyz;
// transform texcoords into diffusemap texture space
var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
// transform texcoords into bumpmap texture space
var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
// transform texcoords into specularmap texture space
var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
// calc light xy,z attenuation in light space
var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
// construct object-space-to-tangent-space 3x3 matrix
var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
}

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@@ -0,0 +1,47 @@
/// ============================================================================
/*
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
Copyright (C) 2003, 2004 contributors of the XreaL project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_vertex2fragment
{
float4 position : POSITION;
float4 tex0 : TEXCOORD0;
};
struct cg_fragment2final
{
float4 color : COLOR;
};
cg_fragment2final main(in cg_vertex2fragment IN,
uniform sampler2D colormap)
{
cg_fragment2final OUT;
OUT.color.w = tex2D(colormap, IN.tex0.xy).a;
OUT.color.xyz = 0;
return OUT;
}

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@@ -0,0 +1,49 @@
/// ============================================================================
/*
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
Copyright (C) 2003, 2004 contributors of the XreaL project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_app2vertex
{
float4 position : ATTR0;
float4 texcoord0 : ATTR8;
};
struct cg_vertex2fragment
{
float4 position : POSITION;
float4 tex0 : TEXCOORD0;
};
cg_vertex2fragment main(cg_app2vertex IN)
{
cg_vertex2fragment OUT;
// transform vertex position into homogenous clip-space
OUT.position = mul(glstate.matrix.mvp, IN.position);
// transform texcoords into 1st texture space
OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
return OUT;
}

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@@ -0,0 +1,19 @@
!!ARBfp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbfp1
# source file: ..\..\setup\data\tools\gl\zfill_arbfp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.colormap
#var float4 IN.position : : : 0 : 0
#var float4 IN.tex0 : $vin.TEX0 : TEX0 : 0 : 1
#var sampler2D colormap : : texunit 0 : 1 : 1
#var float4 main.color : $vout.COL : COL : -1 : 1
#const c[0] = 0
PARAM c[1] = { { 0 } };
MOV result.color.xyz, c[0].x;
TEX result.color.w, fragment.texcoord[0], texture[0], 2D;
END
# 2 instructions, 0 R-regs

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@@ -0,0 +1,29 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
uniform sampler2D u_colormap;
void main()
{
gl_FragColor.a = texture2D(u_colormap, gl_TexCoord[0].st).a;
gl_FragColor.rgb = vec3(0.0, 0.0, 0.0);
}

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@@ -0,0 +1,384 @@
!!ARBvp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbvp1
# source file: ..\..\setup\data\tools\gl\zfill_arbvp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbvp1
#program main
#semantic glstate : STATE
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
#var float4 IN.position : $vin.ATTR0 : ATTR0 : 0 : 1
#var float4 IN.texcoord0 : $vin.ATTR8 : ATTR8 : 0 : 1
#var float4 main.position : $vout.HPOS : HPOS : -1 : 1
#var float4 main.tex0 : $vout.TEX0 : TEX0 : -1 : 1
PARAM c[8] = { state.matrix.mvp,
state.matrix.texture[0] };
DP4 result.position.w, vertex.attrib[0], c[3];
DP4 result.position.z, vertex.attrib[0], c[2];
DP4 result.position.y, vertex.attrib[0], c[1];
DP4 result.position.x, vertex.attrib[0], c[0];
DP4 result.texcoord[0].w, vertex.attrib[8], c[7];
DP4 result.texcoord[0].z, vertex.attrib[8], c[6];
DP4 result.texcoord[0].y, vertex.attrib[8], c[5];
DP4 result.texcoord[0].x, vertex.attrib[8], c[4];
END
# 8 instructions, 0 R-regs

View File

@@ -0,0 +1,35 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
attribute vec4 attr_TexCoord0;
void main()
{
// transform vertex position into homogenous clip-space
gl_Position = ftransform();
// transform texcoords
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// assign color
gl_FrontColor = gl_Color;
}

View File

@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<links>
<item name="Web Links &amp; Misc" url="links.htm"/>
<item name="GtkRadiant Bugzilla - Report Bug" url="http://zerowing.idsoftware.com/bugzilla/index.cgi"/>
<item name="MapCenter's GtkRadiant Forum" url="http://www.map-center.com/modules.php?name=Forums&amp;file=viewforum&amp;f=8"/>
<item name="q3map2 handbook (web)" url="http://shaderlab.com/q3map2/manual/default.htm"/>
<item name="ChangeLog" url="changelog.txt"/>
<item name="Q3Map2 ChangeLog" url="changelog.q3map2.txt"/>
<item name="Credits" url="credits.html"/>
</links>

552
setup/data/tools/q3data.qdt Normal file
View File

@@ -0,0 +1,552 @@
$aseconvert models/mapobjects/spotlamp/spotlamp_x.ase
$exit
$aseconvert models/weapons2/machinegun/machinegun.ase -weapon
$aseconvert models/weapons2/bfg/bfg.ase -weapon
$aseconvert models/weapons2/railgun/railgun.ase -weapon
$aseconvert models/weapons2/shotgun/shotgun.ase -weapon
$aseconvert models/weapons2/meshes/chaingun.ase -weapon
$aseconvert models/weapons2/meshes/flamethrower.ase -weapon
$aseconvert models/weapons2/meshes/grapple.ase -weapon
$aseconvert models/weapons2/meshes/grenadel.ase -weapon
$aseconvert models/weapons2/meshes/lightning.ase -weapon
$aseconvert models/weapons2/meshes/plasma.ase -weapon
$aseconvert models/weapons2/meshes/railgun.ase -weapon
$aseconvert models/weapons2/meshes/ricochet.ase -weapon
$aseconvert models/weapons2/meshes/rocketl.ase -weapon
$aseconvert models/weapons2/meshes/shotgun.ase -weapon
$aseconvert models/mapobjects/chain1.ase
$aseconvert models/mapobjects/chain2.ase
$aseconvert models/mapobjects/chain3.ase
$aseconvert models/mapobjects/chain4.ase
$exit
$aseanimconvert models/players/light/bandolier/bandolier.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/brandon/4brandon.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/cash/4cash.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/doom/doom.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/shauna/shauna.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/tim/4tim.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/visor/4visor.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/xian/4xian.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/carmack/carmack.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/heavy/paulj/4paulj.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/heavy/brock/brock.ase -origin 0 0 24 -playerparms 75 138 140 1
$exit
// note: playerparms are "skipStart skipEnd maxUpperFrames maxHeadFrames"
$aseanimconvert models/players/medium/visor/4visor.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/visor/4visor.ase -lod 1 0 -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/visor/4visor.ase -lod 2 0 -origin 0 0 24 -playerparms 75 138 140 1
$aseconvert models/powerups/ammo/backpack.ase
$aseconvert models/weapons2/meshes/assault.ase -weapon
$aseconvert models/weapons2/meshes/chaingun.ase -weapon
$aseconvert models/weapons2/meshes/flamethrower.ase -weapon
$aseconvert models/weapons2/meshes/grapple.ase -weapon
$aseconvert models/weapons2/meshes/grenadel.ase -weapon
$aseconvert models/weapons2/meshes/lightning.ase -weapon
$aseconvert models/weapons2/meshes/plasma.ase -weapon
$aseconvert models/weapons2/meshes/railgun.ase -weapon
$aseconvert models/weapons2/meshes/ricochet.ase -weapon
$aseconvert models/weapons2/meshes/rocketl.ase -weapon
$aseconvert models/weapons2/meshes/shotgun.ase -weapon
$aseconvert models/mapobjects/arenalogo.ase
//
// talk sprite
//
$modelname sprites/balloon
$cd sprites
$spritebase -8 -8 16 16
$spriteshader sprites/balloon3.tga
// plasma ball sprite
$modelname sprites/plasma
$cd sprites
$spritebase -16 -16 32 32
$spriteshader sprites/plasma1.tga
$spriteshader sprites/plasma2.tga
//
// player models
// note: playerparms are "skipStart skipEnd maxUpperFrames maxHeadFrames"
//
$aseanimconvert models/players/light/bandolier/bandolier.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/brandon/4brandon.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/cash/4cash.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/doom/doom.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/light/shauna/shauna.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/tim/4tim.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/visor/4visor.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/xian/4xian.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/medium/carmack/carmack.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/heavy/paulj/4paulj.ase -origin 0 0 24 -playerparms 75 138 140 1
$aseanimconvert models/players/heavy/brock/brock.ase -origin 0 0 24 -playerparms 75 138 140 1
//
// weaphits
//
$modelname models/weaphits/bullet
$cd models/weaphits
$base bullet01.3ds
$frame bullet01.3ds
$frame bullet02.3ds
$frame bullet03.3ds
$frame bullet04.3ds
$frame bullet05.3ds
$frame bullet06.3ds
$skin bullet01.3ds
$skin bullet03.3ds
$skin bullet05.3ds
$modelname models/weaphits/ring01
$cd models/weaphits
$base ring01_1.3ds
$frame ring01_1.3ds
$frame ring01_2.3ds
$frame ring01_3.3ds
$frame ring01_4.3ds
$frame ring01_5.3ds
$frame ring01_6.3ds
$skin ring01_1.3ds
$skin ring01_3.3ds
$skin ring01_5.3ds
$modelname models/weaphits/ring02
$cd models/weaphits
$base ring02_1.3ds
$frame ring02_1.3ds
$frame ring02_2.3ds
$frame ring02_3.3ds
$frame ring02_4.3ds
$frame ring02_5.3ds
$frame ring02_6.3ds
$skin ring02_1.3ds
$skin ring02_3.3ds
$skin ring02_5.3ds
$modelname models/weaphits/boomgra
$cd models/weaphits
$base boomgra1.3ds
$frame boomgra1.3ds
$frame boomgra2.3ds
$frame boomgra3.3ds
$frame boomgra4.3ds
$frame boomgra5.3ds
$frame boomgra6.3ds
$skin boomgra1.3ds
$skin boomgra3.3ds
$skin boomgra5.3ds
$modelname models/weaphits/boom01
$cd models/weaphits
$base boom01_1.3ds
$frame boom01_1.3ds
$frame boom01_2.3ds
$frame boom01_3.3ds
$frame boom01_4.3ds
$frame boom01_5.3ds
$frame boom01_6.3ds
$skin boom01_1.3ds
$skin boom01_3.3ds
$skin boom01_5.3ds
$modelname models/weaphits/boom02
$cd models/weaphits
$base boom02_1.3ds
$frame boom02_1.3ds
$frame boom02_2.3ds
$frame boom02_3.3ds
$frame boom02_4.3ds
$frame boom02_5.3ds
$frame boom02_6.3ds
$skin boom02_1.3ds
$skin boom02_3.3ds
$skin boom02_5.3ds
$modelname models/weaphits/boom03
$cd models/weaphits
$base boom03_1.3ds
$frame boom03_1.3ds
$frame boom03_2.3ds
$frame boom03_3.3ds
$frame boom03_4.3ds
$frame boom03_5.3ds
$frame boom03_6.3ds
$skin boom03_1.3ds
$skin boom03_3.3ds
$skin boom03_5.3ds
$modelname models/weaphits/boom04
$cd models/weaphits
$base boom04_1.3ds
$frame boom04_1.3ds
$frame boom04_2.3ds
$frame boom04_3.3ds
$frame boom04_4.3ds
$frame boom04_5.3ds
$frame boom04_6.3ds
$skin boom04_1.3ds
$skin boom04_3.3ds
$skin boom04_5.3ds
$modelname models/weaphits/boom05
$cd models/weaphits
$base boom05_1.3ds
$frame boom05_1.3ds
$frame boom05_2.3ds
$frame boom05_3.3ds
$frame boom05_4.3ds
$frame boom05_5.3ds
$frame boom05_6.3ds
$skin boom05_1.3ds
$skin boom05_3.3ds
$skin boom05_5.3ds
//
// point powerups
//
$aseconvert models/powerups/points/small.ase
$aseconvert models/powerups/points/medium.ase
$aseconvert models/powerups/points/large.ase
//
// ammo
//
$aseconvert models\powerups\ammo\bfgam.ASE
$aseconvert models\powerups\ammo\bfgam_1.ASE
$aseconvert models\powerups\ammo\bouncyam.ASE
$aseconvert models\powerups\ammo\bouncyam_1.ASE
$aseconvert models\powerups\ammo\carbineam.ASE
$aseconvert models\powerups\ammo\carbineam_1.ASE
$aseconvert models\powerups\ammo\flameam.ASE
$aseconvert models\powerups\ammo\flameam_1.ASE
$aseconvert models\powerups\ammo\grenadeam.ASE
$aseconvert models\powerups\ammo\grenadeam_1.ASE
$aseconvert models\powerups\ammo\lightningam.ASE
$aseconvert models\powerups\ammo\lightningam_1.ASE
$aseconvert models\powerups\ammo\machinegunam.ASE
$aseconvert models\powerups\ammo\machinegunam_1.ASE
$aseconvert models\powerups\ammo\plasmaam.ASE
$aseconvert models\powerups\ammo\plasmaam_1.ASE
$aseconvert models\powerups\ammo\railgunam.ASE
$aseconvert models\powerups\ammo\railgunam_1.ASE
$aseconvert models\powerups\ammo\rocketam.ASE
$aseconvert models\powerups\ammo\rocketam_1.ASE
$aseconvert models\powerups\ammo\shotgunam.ASE
$aseconvert models\powerups\ammo\shotgunam_1.ASE
$aseconvert models/powerups/ammo/backpack.ase
//
// missiles
//
$modelname models/ammo/plasma/plasma
$cd models/ammo/plasma
$base plasma1.3ds
$frame plasma1.3ds
$skin plasma1.3ds
$modelname models/ammo/laser/laser
$cd models/ammo/laser
$base laser1.3ds
$frame laser1.3ds
$skin laser1.3ds
$modelname models/ammo/rocket/rocket
$cd models/ammo/rocket
$base rocket1.3ds
$frame rocket1.3ds
$skin rocket1.3ds
$skin rocket2.3ds
$aseconvert models/ammo/grenade1.ase
$aseconvert models/explosions/smoke2.ase
//
// map objects
//
$aseconvert models/mapobjects/ceilinglamp1.ase
$aseconvert models/mapobjects/ceilinglamp2.ase
$aseconvert models/mapobjects/chain1.ase
$aseconvert models/mapobjects/chain2.ase
$aseconvert models/mapobjects/chain3.ase
$aseconvert models/mapobjects/chain4.ase
$aseconvert models/mapobjects/crux.ase
$aseconvert models/mapobjects/floorlamp1.ase
$aseconvert models/mapobjects/floorlamp2.ase
$aseconvert models/mapobjects/hook.ase
$aseconvert models/mapobjects/impale.ase
$aseconvert models/mapobjects/standinglamp1.ase
$aseconvert models/mapobjects/standinglamp2.ase
$aseconvert models/mapobjects/standinglamp3.ase
$aseconvert models/mapobjects/walllamp1.ase
$aseconvert models/mapobjects/walllamp2.ase
$aseconvert models/mapobjects/walllamp3.ase
//
// objects
//
$aseconvert models/objects/dmspot.ase -origin 0 0 24
$aseconvert models/objects/box01.ase
//
// weapons
//
$aseconvert models/weapons2/meshes/assault.ase -weapon
$aseconvert models/weapons2/meshes/bfg.ase -weapon
$aseconvert models/weapons2/meshes/chaingun.ase -weapon
$aseconvert models/weapons2/meshes/flamethrower.ase -weapon
$aseconvert models/weapons2/meshes/grapple.ase -weapon
$aseconvert models/weapons2/meshes/grenadel.ase -weapon
$aseconvert models/weapons2/meshes/lightning.ase -weapon
$aseconvert models/weapons2/meshes/plasma.ase -weapon
$aseconvert models/weapons2/meshes/railgun.ase -weapon
$aseconvert models/weapons2/meshes/ricochet.ase -weapon
$aseconvert models/weapons2/meshes/rocketl.ase -weapon
$aseconvert models/weapons2/meshes/shotgun.ase -weapon
//
// blood
//
$modelname models/weaphits/blood
$cd models/weaphits
$spritebase -16 -16 32 32
$spriteshader models/weaphits/blood201.tga
$spriteshader models/weaphits/blood202.tga
$spriteshader models/weaphits/blood203.tga
$spriteshader models/weaphits/blood204.tga
$spriteshader models/weaphits/blood205.tga
//
// missiles
//
$modelname models/ammo/plasma/plasma
$cd models/ammo/plasma
$base plasma1.3ds
$frame plasma1.3ds
$skin plasma1.3ds
$modelname models/ammo/laser/laser
$cd models/ammo/laser
$base laser1.3ds
$frame laser1.3ds
$skin laser1.3ds
$modelname models/ammo/rocket/rocket
$cd models/ammo/rocket
$base rocket1.3ds
$frame rocket1.3ds
$skin rocket1.3ds
$skin rocket2.3ds
// weaphits
$modelname models/weaphits/bullet
$cd models/weaphits
$base bullet01.3ds
$frame bullet01.3ds
$frame bullet02.3ds
$frame bullet03.3ds
$frame bullet04.3ds
$frame bullet05.3ds
$frame bullet06.3ds
$skin bullet01.3ds
$skin bullet03.3ds
$skin bullet05.3ds
$modelname models/weaphits/ring01
$cd models/weaphits
$base ring01_1.3ds
$frame ring01_1.3ds
$frame ring01_2.3ds
$frame ring01_3.3ds
$frame ring01_4.3ds
$frame ring01_5.3ds
$frame ring01_6.3ds
$skin ring01_1.3ds
$skin ring01_3.3ds
$skin ring01_5.3ds
$modelname models/weaphits/ring02
$cd models/weaphits
$base ring02_1.3ds
$frame ring02_1.3ds
$frame ring02_2.3ds
$frame ring02_3.3ds
$frame ring02_4.3ds
$frame ring02_5.3ds
$frame ring02_6.3ds
$skin ring02_1.3ds
$skin ring02_3.3ds
$skin ring02_5.3ds
$modelname models/weaphits/boomgra
$cd models/weaphits
$base boomgra1.3ds
$frame boomgra1.3ds
$frame boomgra2.3ds
$frame boomgra3.3ds
$frame boomgra4.3ds
$frame boomgra5.3ds
$frame boomgra6.3ds
$skin boomgra1.3ds
$skin boomgra3.3ds
$skin boomgra5.3ds
$modelname models/weaphits/boom01
$cd models/weaphits
$base boom01_1.3ds
$frame boom01_1.3ds
$frame boom01_2.3ds
$frame boom01_3.3ds
$frame boom01_4.3ds
$frame boom01_5.3ds
$frame boom01_6.3ds
$skin boom01_1.3ds
$skin boom01_3.3ds
$skin boom01_5.3ds
$modelname models/weaphits/boom02
$cd models/weaphits
$base boom02_1.3ds
$frame boom02_1.3ds
$frame boom02_2.3ds
$frame boom02_3.3ds
$frame boom02_4.3ds
$frame boom02_5.3ds
$frame boom02_6.3ds
$skin boom02_1.3ds
$skin boom02_3.3ds
$skin boom02_5.3ds
$modelname models/weaphits/boom03
$cd models/weaphits
$base boom03_1.3ds
$frame boom03_1.3ds
$frame boom03_2.3ds
$frame boom03_3.3ds
$frame boom03_4.3ds
$frame boom03_5.3ds
$frame boom03_6.3ds
$skin boom03_1.3ds
$skin boom03_3.3ds
$skin boom03_5.3ds
$modelname models/weaphits/boom04
$cd models/weaphits
$base boom04_1.3ds
$frame boom04_1.3ds
$frame boom04_2.3ds
$frame boom04_3.3ds
$frame boom04_4.3ds
$frame boom04_5.3ds
$frame boom04_6.3ds
$skin boom04_1.3ds
$skin boom04_3.3ds
$skin boom04_5.3ds
$modelname models/weaphits/boom05
$cd models/weaphits
$base boom05_1.3ds
$frame boom05_1.3ds
$frame boom05_2.3ds
$frame boom05_3.3ds
$frame boom05_4.3ds
$frame boom05_5.3ds
$frame boom05_6.3ds
$skin boom05_1.3ds
$skin boom05_3.3ds
$skin boom05_5.3ds
//
// armor
//
$aseconvert models/powerups/armor/armor_red.ase
$aseconvert models/powerups/armor/armor_yel.ase
$aseconvert models/powerups/armor/armor_grn.ase
$aseconvert models/powerups/armor/shard.ase
$aseconvert models/powerups/armor/shard_sphere.ase
$aseconvert models/powerups/armor/shard_sphere_1.ase
//
// health
//
$aseconvert models/powerups/health/small.ase
$aseconvert models/powerups/health/small_1.ase
$aseconvert models/powerups/health/medium.ase
$aseconvert models/powerups/health/medium_1.ase
$aseconvert models/powerups/health/large.ase
$aseconvert models/powerups/health/large_1.ase
$aseconvert models/powerups/health/mega.ase
$aseconvert models/powerups/health/mega_1.ase
//
// holdable powerups
//
$aseconvert models/powerups/holdable/ringodeth.ase
$aseconvert models/powerups/holdable/medkit.ase
$aseconvert models/powerups/holdable/teleporter.ase
//
// instant powerups
//
$aseconvert models/powerups/instant/enviro.ase
$aseconvert models/powerups/instant/enviro_1.ase
$aseconvert models/powerups/instant/enviro_ring.ase
$aseconvert models/powerups/instant/enviro_ring_1.ase
$aseconvert models/powerups/instant/flight.ase
$aseconvert models/powerups/instant/flight_1.ase
$aseconvert models/powerups/instant/flight_ring.ase
$aseconvert models/powerups/instant/flight_ring_1.ase
$aseconvert models/powerups/instant/haste.ase
$aseconvert models/powerups/instant/haste_1.ase
$aseconvert models/powerups/instant/haste_ring.ase
$aseconvert models/powerups/instant/haste_ring_1.ase
$aseconvert models/powerups/instant/invis.ase
$aseconvert models/powerups/instant/invis_1.ase
$aseconvert models/powerups/instant/invis_ring.ase
$aseconvert models/powerups/instant/invis_ring_1.ase
$aseconvert models/powerups/instant/scan.ase
$aseconvert models/powerups/instant/scan_1.ase
$aseconvert models/powerups/instant/scan_ring.ase
$aseconvert models/powerups/instant/scan_ring_1.ase
$aseconvert models/powerups/instant/quad.ase
$aseconvert models/powerups/instant/quad_1.ase
$aseconvert models/powerups/instant/quad_ring.ase
$aseconvert models/powerups/instant/quad_ring_1.ase
$aseconvert models/powerups/instant/regen.ase
$aseconvert models/powerups/instant/regen_1.ase
$aseconvert models/powerups/instant/regen_ring.ase
$aseconvert models/powerups/instant/regen_ring_1.ase
$exit
//
// maps
//
$maps test_box test_items mirror mirror2
//
// misc
//
$file q3default.cfg

49
setup/license.rtf Normal file
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@@ -0,0 +1,49 @@
{\rtf1\ansi\deff0{\fonttbl{\f0\fnil\fcharset0 Courier New;}}
{\*\generator Msftedit 5.41.15.1503;}\viewkind4\uc1\pard\lang2057\f0\fs20\tab LIMITED USE SOFTWARE LICENSE AGREEMENT\par
\par
This Limited Use Software License Agreement (the "Agreement") is a legal agreement between you, the end-user, and Id Software, Inc. ("ID"). BY CONTINUING THE INSTALLATION OF THIS SOFTWARE (THE "SOFTWARE"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT. \par
\par
1.\tab Grant of License. Subject to the terms and provisions of this Agreement, ID grants to you the non-exclusive and limited right to use the Software only in executable or object code form. The term "Software" includes all elements of the Software. You are not receiving any ownership or proprietary right, title or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. For purposes of the first sentence of this section, "use" means loading the Software into RAM and/or onto computer hard drive, as well as installation of the Software on a hard disk or other storage device and means the uses permitted in section 3. hereinbelow. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the Software in violation of any applicable law. The Software shall not be downloaded or otherwise exported or reexported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property.\par
\par
2.\tab Prohibitions. You, whether directly or indirectly, shall not do any of the following acts:\par
\par
a.\tab rent the Software;\par
\par
b.\tab sell the Software;\par
\par
c.\tab lease or lend the Software;\par
\par
d.\tab distribute the Software (except as permitted by section 3. hereinbelow);\par
\par
e.\tab in any other manner and through any medium whatsoever commercially exploit the Software or use the Software for any commercial purpose;\par
\par
f.\tab disassemble, reverse engineer, decompile, modify or alter the Software;\par
\par
g.\tab translate the Software;\par
\par
h.\tab reproduce or copy the Software (except as permitted by section 3. hereinbelow);\par
\par
i.\tab publicly display the Software; \par
\par
j.\tab prepare or develop derivative works based upon the Software; or \par
\par
k.\tab remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software.\par
\par
\par
3.\tab Permitted Uses. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications for operation only with the full version of the software game QUAKE III ARENA; provided, however, you shall not make any modifications unless and until you have agreed to be bound by the terms of the LIMITED USE SOFTWARE LICENSE AGREEMENT which accompanies the full version of QUAKE III ARENA. Other than the electronic copies permitted above, you may make only the following copies of the Software: (i) you may copy the Software onto your computer hard drive; (ii) you may copy the Software from your computer hard drive into your computer RAM; and (iii) you may make one (1) "back-up" or archival copy of the Software on one (1) hard disk. You shall not use, copy or distribute the Software in any infringing manner or in any manner which violates any law or third party right and you shall not distribute the Software together with any material which infringes against any third party right or which is libelous, defamatory, obscene, false, misleading, or otherwise illegal or unlawful. ID reserves all rights not granted in this Agreement, including, without limitation, all rights to ID's trademarks. You shall not commercially distribute the Software.\par
\par
4.\tab Intellectual Property Rights. The Software and all copyrights, trademarks and all other conceivable intellectual property rights related to the Software are owned by ID and are protected by United States copyright laws, international treaty provisions and all applicable law, such as the Lanham Act. You must treat the Software like any other copyrighted material, as required by 17 U.S.C. S101 et seq. and other applicable law. You agree to use your best efforts to see that any user of the Software licensed hereunder complies with this Agreement. You agree that you are receiving a copy of the Software by license only and not by sale and that the "first sale" doctrine of 17 U.S.C. S109 does not apply to your receipt or use of the Software.\par
\par
5.\tab NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC REQUIREMENTS. ADDITIONAL STATEMENTS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS AGREEMENT.\par
\par
6.\tab Governing Law, Venue, Indemnity and Liability Limitation. This Agreement shall be construed in accordance with and governed by the applicable laws of the State of Texas and applicable United States federal law. Copyright and other proprietary matters will be governed by United States laws and international treaties. Exclusive venue for all litigation regarding this Agreement shall be in Dallas County, Texas and you agree to submit to the jurisdiction of the courts in Dallas, Texas for any such litigation. You agree to indemnify, defend and hold harmless ID and ID's officers, employees, directors, agents, licensees (excluding you), successors and assigns from and against all losses, lawsuits, damages, causes of action and claims relating to and/or arising from your breach of this Agreement and/or your distribution or other use of the Software. You agree that your unauthorized use of the Software, or any part thereof, may immediately and irreparably damage ID such that ID could not be adequately compensated solely by a monetary award and that at ID's option ID shall be entitled to an injunctive order, in addition to all other available remedies including a monetary award, appropriately restraining and/or prohibiting such unauthorized use without the necessity of ID posting bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES, DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you. This Section 6. shall survive cancellation or termination of this Agreement.\par
\par
7.\tab U.S. Government Restricted Rights. To the extent applicable, the United States Government shall only have those rights to use the Software as expressly stated and expressly limited and restricted in this Agreement, as provided in 48 C.F.R. SS 227.7201 through 227.7204, inclusive.\par
\par
8.\tab General Provisions. Neither this Agreement nor any part or portion hereof shall be assigned or sublicensed by you. ID may assign its rights under this Agreement in ID's sole discretion. Should any provision of this Agreement be held to be void, invalid, unenforceable or illegal by a court of competent jurisdiction, the validity and enforceability of the other provisions shall not be affected thereby. If any provision is determined to be unenforceable by a court of competent jurisdiction, you agree to a modification of such provision to provide for enforcement of the provision's intent, to the extent permitted by applicable law. Failure of ID to enforce any provision of this Agreement shall not constitute or be construed as a waiver of such provision or of the right to enforce such provision. Immediately upon your failure to comply with or breach of any term or provision of this Agreement, THIS AGREEMENT AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is terminated, you shall have no right to use the Software, in any manner, and you shall immediately destroy all copies of the Software in your possession, custody or control.\par
\par
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE OR RAM, YOU AGREE TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES HERETO. THIS AGREEMENT SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT.\par
\par
\par
}

45
setup/license.txt Normal file
View File

@@ -0,0 +1,45 @@
LIMITED USE SOFTWARE LICENSE AGREEMENT
This Limited Use Software License Agreement (the "Agreement") is a legal agreement between you, the end-user, and Id Software, Inc. ("ID"). BY CONTINUING THE INSTALLATION OF THIS SOFTWARE (THE "SOFTWARE"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT.
1. Grant of License. Subject to the terms and provisions of this Agreement, ID grants to you the non-exclusive and limited right to use the Software only in executable or object code form. The term "Software" includes all elements of the Software. You are not receiving any ownership or proprietary right, title or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. For purposes of the first sentence of this section, "use" means loading the Software into RAM and/or onto computer hard drive, as well as installation of the Software on a hard disk or other storage device and means the uses permitted in section 3. hereinbelow. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) by you or anyone at your direction and that you will not utilize and will not authorize anyone to utilize, in any other manner, the Software in violation of any applicable law. The Software shall not be downloaded or otherwise exported or reexported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited, by applicable law, from receiving such property.
2. Prohibitions. You, whether directly or indirectly, shall not do any of the following acts:
a. rent the Software;
b. sell the Software;
c. lease or lend the Software;
d. distribute the Software (except as permitted by section 3. hereinbelow);
e. in any other manner and through any medium whatsoever commercially exploit the Software or use the Software for any commercial purpose;
f. disassemble, reverse engineer, decompile, modify or alter the Software;
g. translate the Software;
h. reproduce or copy the Software (except as permitted by section 3. hereinbelow);
i. publicly display the Software;
j. prepare or develop derivative works based upon the Software; or
k. remove or alter any legal notices or other markings or legends, such as trademark and copyright notices, affixed on or within the Software.
3. Permitted Uses. So long as this Agreement accompanies each copy you make of the Software, and so long as you fully comply, at all times, with this Agreement, ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications for operation only with the full version of the software game QUAKE III ARENA; provided, however, you shall not make any modifications unless and until you have agreed to be bound by the terms of the LIMITED USE SOFTWARE LICENSE AGREEMENT which accompanies the full version of QUAKE III ARENA. Other than the electronic copies permitted above, you may make only the following copies of the Software: (i) you may copy the Software onto your computer hard drive; (ii) you may copy the Software from your computer hard drive into your computer RAM; and (iii) you may make one (1) "back-up" or archival copy of the Software on one (1) hard disk. You shall not use, copy or distribute the Software in any infringing manner or in any manner which violates any law or third party right and you shall not distribute the Software together with any material which infringes against any third party right or which is libelous, defamatory, obscene, false, misleading, or otherwise illegal or unlawful. ID reserves all rights not granted in this Agreement, including, without limitation, all rights to ID's trademarks. You shall not commercially distribute the Software.
4. Intellectual Property Rights. The Software and all copyrights, trademarks and all other conceivable intellectual property rights related to the Software are owned by ID and are protected by United States copyright laws, international treaty provisions and all applicable law, such as the Lanham Act. You must treat the Software like any other copyrighted material, as required by 17 U.S.C. §101 et seq. and other applicable law. You agree to use your best efforts to see that any user of the Software licensed hereunder complies with this Agreement. You agree that you are receiving a copy of the Software by license only and not by sale and that the "first sale" doctrine of 17 U.S.C. §109 does not apply to your receipt or use of the Software.
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC REQUIREMENTS. ADDITIONAL STATEMENTS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS AGREEMENT.
6. Governing Law, Venue, Indemnity and Liability Limitation. This Agreement shall be construed in accordance with and governed by the applicable laws of the State of Texas and applicable United States federal law. Copyright and other proprietary matters will be governed by United States laws and international treaties. Exclusive venue for all litigation regarding this Agreement shall be in Dallas County, Texas and you agree to submit to the jurisdiction of the courts in Dallas, Texas for any such litigation. You agree to indemnify, defend and hold harmless ID and ID's officers, employees, directors, agents, licensees (excluding you), successors and assigns from and against all losses, lawsuits, damages, causes of action and claims relating to and/or arising from your breach of this Agreement and/or your distribution or other use of the Software. You agree that your unauthorized use of the Software, or any part thereof, may immediately and irreparably damage ID such that ID could not be adequately compensated solely by a monetary award and that at ID's option ID shall be entitled to an injunctive order, in addition to all other available remedies including a monetary award, appropriately restraining and/or prohibiting such unauthorized use without the necessity of ID posting bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES, DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you. This Section 6. shall survive cancellation or termination of this Agreement.
7. U.S. Government Restricted Rights. To the extent applicable, the United States Government shall only have those rights to use the Software as expressly stated and expressly limited and restricted in this Agreement, as provided in 48 C.F.R. §§ 227.7201 through 227.7204, inclusive.
8. General Provisions. Neither this Agreement nor any part or portion hereof shall be assigned or sublicensed by you. ID may assign its rights under this Agreement in ID's sole discretion. Should any provision of this Agreement be held to be void, invalid, unenforceable or illegal by a court of competent jurisdiction, the validity and enforceability of the other provisions shall not be affected thereby. If any provision is determined to be unenforceable by a court of competent jurisdiction, you agree to a modification of such provision to provide for enforcement of the provision's intent, to the extent permitted by applicable law. Failure of ID to enforce any provision of this Agreement shall not constitute or be construed as a waiver of such provision or of the right to enforce such provision. Immediately upon your failure to comply with or breach of any term or provision of this Agreement, THIS AGREEMENT AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is terminated, you shall have no right to use the Software, in any manner, and you shall immediately destroy all copies of the Software in your possession, custody or control.
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE OR RAM, YOU AGREE TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES HERETO. THIS AGREEMENT SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT.

150
setup/links.htm Normal file
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<!DOCTYPE html PUBLIC "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Related Links</title>
<style TYPE="text/css">
<!--
a:link { color: #9999FF ; text-decoration: none ; }
a:visited { color: #6666AA ; text-decoration: none ; }
a:hover { color: #6666FF ; text-decoration: none ; }
h3 { color: #FFFFFF ; }
b { color: #CCCCCC ; }
i { color: #888888 ; font-size: 10pt ; }
//-->
</style>
</head>
<body bgcolor="#000000" text="#BBBBBB">
<div align="center">
<table width="95%" cellpadding="0" cellspacing="0" border="0"><tr><td>
<div align="center">
<table width="100%" cellpadding="0" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="center">
<h3>Radiant links, news, tutorials, forums &amp; help</h3>
</td></tr>
</table>
</div>
<p>
<b>General Links</b>
<ol>
- <a href="http://www.qeradiant.com/?data=editors/gtk">
GtkRadiant start page
</a>
<br>- <a href="http://www.map-center.com/cgi-bin/ultimatebb.cgi?ubb=forum;f=16">
GtkRadiant Forum on MapCenter
</a>
<br>- <a href="http://www.splashdamage.com/phpBB/viewforum.php?forum=8&97">
q3map2 support forum
</a>
<br>- <a href="http://www.qeradiant.com/?data=dlselect">
Download selector
</a>
<br>- <a href="http://www.qeradiant.com">
Qeradiant.com Main Website, News and Stuff
</a>
<br>- <a href="http://www.qeradiant.com/?data=files">
Qeradiant.com File Section
</a>
<br>- <a href="http://www.qeradiant.com/wikifaq/">
The FAQ
</a>
</ol>
</p>
<p>
<b>Quake III Arena, Quake III: Team Arena</b>
<ol>
- <a href="http://quake3.qeradiant.com">
Quake 3 section on Qeradiant.com
</a>
<br>- <a href="http://www.map-center.com/cgi-bin/ultimatebb.cgi">
Level Editing Forums on Mapcenter
</a>
<br>- <a href="http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&amp;forum=Level+Editing&amp;number=6&amp;DaysPrune=10&amp;LastLogin=">
Quake III Level Editing Forum on Quake3World
</a>
<br>- <a href="http://www.quake3world.com/ubb/Forum6/HTML/013172.html">
The BFLT</a> .. all the Q3 editing links known to man.
</ol>
</p>
<p>
<b>Return To Castle Wolfenstein</b>
<ol>
- <a href="http://www.forumplanet.com/planetwolfenstein/forum.asp?fid=4420">
Return To Castle Wolfenstein Editing Forum on PlanetWolfenstein
</a>
<br>- <a href="http://www.map-center.com/cgi-bin/ultimatebb.cgi">
Level Editing Forums on Mapcenter
</a>
</ol>
<p>
<b>Bug reporting, testing, suggestions, flaming and developer information:</b>
<ol>
- <a href="http://zerowing.idsoftware.com">
Zerowing: mailing lists, CVS information, test builds..
</a>
<br>- <a href="http://zerowing.idsoftware.com/bugzilla/">
GtkRadiant bug tracker (bugzilla)
</a>
</ol>
<p>
<b>IRC</b>
<ol>
- <a href="irc://irc.telefragged.com/#qeradiant">
IRC #qeradiant on irc.telefragged.com
</a>
</ol>
</p>
<p>
<b>Plugins</b>
<ol>
- <a href="http://www.planetquake.com/toolz">
BobToolz</a> - multipurpose quake3 mappers tool<br>
<br>- <a href="http://prtview.sourceforge.net">
PrtView</a> - portal viewer plugin<br>
<br>- <a href="http://curry.sourceforge.net">
Curry</a>- shader preview and editing<br>
<br>- <a href="http://pk3man.sourceforge.net">
Pk3Man</a>- easy pk3 file creation<br>
<br>- <a href="TexToolHelp/TexTool.html"><font size="3">
TexTool Documentation</a>
</ol>
</p>
<p>
I forgot something <a href="mailto:timo@qeradiant.com">Tell me!</a>
</p>
<p>
<i>
Quake III Arena &copy; 1999 Id Software, Inc. All Rights Reserved.
Quake III Arena &reg;, QIIIA &reg;, and the id Software &reg; name
are trademarks of <a HREF="http://www.idsoftware.com">Id Software, Inc.</a>
in all countries in which this game is distributed. The id &reg; logo, Q &reg;,
QII &reg;, and Quake &reg;, are registered trademarks of Id Software, Inc. in
the United States. <a href="http://www.linux.org">Linux</a> is a registered
trademark of Linus Torvalds. All other trademarks and trade names are properties
of their respective owners.
</i>
</p>
<div align="center">
<table width="100%" cellpadding="1" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="right">
<i>Last updated: Jan 21, 2002 &nbsp;</i>
</td></tr>
</table>
</div>
</tr></td></table>
</div>
</body>
</html>

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<html>
<head>
<title>Quake III Arena SDK</title>
</head>
<body bgcolor="#000000" text="#FFFFFF" link="#FF0000" vlink="#0000FF">
<p>
See the <a href="../tools/">tools/</a> directory for documentation files.. this page is outdated.
</p>
<p align="center">
<b>
<br><a href="../README.Q3SDK">README.Q3SDK</a>
<br><a href="../tools/links.htm">General links page</a>
</b>
</p>
<hr>
<p align="left">
<em>Quake III Arena &copy; 1999 Id Software, Inc. All Rights Reserved.
Quake III Arena &reg;, QIIIA &reg;, and the id Software &reg; name are
trademarks of <A HREF="http://www.idsoftware.com">Id Software, Inc.</A> in all countries in which this game is
distributed. The id &reg; logo, Q &reg;, QII &reg;, and Quake &reg;, are registered trademarks
of Id Software, Inc. in the United States.
Linux is a registered trademark of Linus Torvalds. All other trademarks and trade names are
properties of their respective owners.
</em></p>
</body>
</html>

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@@ -0,0 +1,234 @@
LIMITED USE SOFTWARE LICENSE AGREEMENT
This Limited Use Software License Agreement (the "Agreement") is a legal
agreement between you, the end-user, and Id Software, Inc. ("ID"). BY
CONTINUING THE INSTALLATION OF THIS GAME DEMO PROGRAM ENTITLED QUAKE III:
ARENA (THE "SOFTWARE"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR
OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS
AGREEMENT.
1. Grant of License. Subject to the terms and provisions of this
Agreement, ID grants to you the non-exclusive and limited right to use the
Software only in executable or object code form. The term "Software"
includes all elements of the Software, including, without limitation, data
files and screen displays. You are not receiving any ownership or
proprietary right, title or interest in or to the Software or the
copyright, trademarks, or other rights related thereto. For purposes of
this section, "use" means loading the Software into RAM and/or onto
computer hard drive, as well as installation of the Software on a hard
disk or other storage device and means the uses permitted in section 3.
hereinbelow. You agree that the Software will not be shipped,
transferred or exported into any country in violation of the U.S. Export
Administration Act (or any other law governing such matters) by you or
anyone at your direction and that you will not utilize and will not
authorize anyone to utilize, in any other manner, the Software in
violation of any applicable law. The Software may not be downloaded
or otherwise exported or exported into (or to a national or resident
of) any country to which the U.S. has embargoed goods or to anyone
or into any country who/which are prohibited, by applicable law, from
receiving such property.
2. Prohibitions. You, either directly or indirectly, shall not do
any of the following acts:
a. rent the Software;
b. sell the Software;
c. lease or lend the Software;
d. offer the Software on a "pay-per-play" basis;
e. distribute the Software (except as permitted by section 3.
hereinbelow);
f. in any other manner and through any medium whatsoever
commercially exploit the Software or use the Software for any commercial
purpose;
g. disassemble, reverse engineer, decompile, modify or alter the
Software including, without limitation, creating or developing extra or
add-on levels for the Software;
h. translate the Software;
i. reproduce or copy the Software (except as permitted by section
3. hereinbelow);
j. publicly display the Software;
k. prepare or develop derivative works based upon the Software; or
l. remove or alter any legal notices or other markings or
legends, such as trademark and copyright notices, affixed on or within
the Software.
3. Permitted Distribution and Copying. So long as this Agreement
accompanies each copy you make of the Software, and so long as you fully
comply, at all times, with this Agreement, ID grants to you the
non-exclusive and limited right to copy the Software and to distribute
such copies of the Software free of charge for non-commercial purposes
which shall include the free of charge distribution of copies of the
Software as mounted on the covers of magazines; provided, however, you
shall not copy or distribute the Software in any infringing manner or
in any manner which violates any law or third party right and you shall
not distribute the Software together with any material which is
infringing, libelous, defamatory, obscene, false, misleading, or
otherwise illegal or unlawful. You agree to label conspicuously as
"SHAREWARE" or "DEMO" each CD or other non-electronic copy of the
Software that you make and distribute. ID reserves all rights not
granted in this Agreement. You shall not commercially distribute the
Software unless you first enter into a separate contract with ID, a
copy of which you may request, but which ID may decline to execute.
For more information visit www.quake3arena.com.
4. Intellectual Property Rights. The Software and all copyrights,
trademarks and all other conceivable intellectual property rights related
to the Software are owned by ID and are protected by United States
copyright laws, international treaty provisions and all applicable law,
such as the Lanham Act. You must treat the Software like any other
copyrighted material, as required by 17 U.S.C., §101 et seq. and other
applicable law. You agree to use your best efforts to see that any user
of the Software licensed hereunder complies with this Agreement. You
agree that you are receiving a copy of the Software by license only
and not by sale and that the "first sale" doctrine of 17 U.S.C. §109
does not apply to your receipt or use of the Software.
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR
IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE
SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE
UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC
REQUIREMENTS. ADDITIONAL STATEMENTS SUCH AS PRESENTATIONS, WHETHER ORAL
OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED
UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS
AGREEMENT.
6. Governing Law, Venue, Indemnity and Liability Limitation. This
Agreement shall be construed in accordance with and governed by the
applicable laws of the State of Texas and applicable United States federal
law. Copyright and other proprietary matters will be governed by United
States laws and international treaties. Exclusive venue for all
litigation regarding this Agreement shall be in Dallas County, Texas
and you agree to submit to the jurisdiction of the courts in Dallas,
Texas for any such litigation. You agree to indemnify, defend and hold
harmless ID and ID's officers, employees, directors, agents, licensees
(excluding you), successors and assigns from and against all losses,
lawsuits, damages, causes of action and claims relating to and/or
arising from your breach of this Agreement. You agree that your
unauthorized use of the Software, or any part thereof, may immediately
and irreparably damage ID such that ID could not be adequately
compensated solely by a monetary award and that at ID's option ID shall
be entitled to an injunctive order, in addition to all other available
remedies including a monetary award, appropriately restraining and/or
prohibiting such unauthorized use without the necessity of ID posting
bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES,
DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS
SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS,
SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR
DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH
OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL
THEORY EVEN IF ID OR ITS AGENT HAVE BEEN ADVISED OF THE POSSIBILITY
OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE
FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow
the exclusion or limitation of incidental or consequential damages,
so the above limitation or exclusion may not apply to you. This
Section 6. shall survive cancellation or termination of this Agreement.
7. U.S. Government Restricted Rights. To the extent applicable,
the United States Government shall only have those rights to use the
Software as expressly stated and expressly limited and restricted in
this Agreement, as provided in 48 C.F.R. §§ 227.7201 through 227.7204,
inclusive.
8. General Provisions. Neither this Agreement nor any part or
portion hereof shall be assigned or sublicensed by you. ID may assign its
rights under this Agreement in ID's sole discretion. Should any provision
of this Agreement be held to be void, invalid, unenforceable or illegal by
a court of competent jurisdiction, the validity and enforceability of the
other provisions shall not be affected thereby. If any provision is
determined to be unenforceable by a court of competent jurisdiction, you
agree to a modification of such provision to provide for enforcement of
the provision's intent, to the extent permitted by applicable law.
Failure of ID to enforce any provision of this Agreement shall not
constitute or be construed as a waiver of such provision or of the right
to enforce such provision. Immediately upon your failure to comply with
or breach of any term or provision of this Agreement, THIS AGREEMENT
AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID
MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER
APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is
terminated, you shall have no right to use the Software, in any manner,
and you shall immediately destroy all copies of the Software in your
possession, custody or control.
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS
AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE
SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING
THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE OR RAM, YOU AGREE TO BE BOUND
BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT,
EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS
AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND
LIABILITIES OF THE PARTIES HERETO. THIS AGREEMENT SUPERSEDES ALL PRIOR
ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER
COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF
THIS AGREEMENT.

35
setup/linux/README Normal file
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@@ -0,0 +1,35 @@
GtkRadiant Linux
=-=-=-=-=-=-=-=-
Installation Instructions
=-=-=-=-=-=-=-=-=-=-=-=-=
If you are installing a full setup, it is recommended that you install in an empty directory (clear up any previous GtkRadiant installation in the target directory first). If you are installing an update, you need to have a working installation of GtkRadiant already, and point the installer to the right location for the update.
Requirements
=-=-=-=-=-=-
There are several required libraries that GtkRadiant and it's tools will try to link against. We try to comply with the Linux Standard Base ABI-wise regarding the binary builds we distribute (http://www.linuxbase.org/). Please let us know if this is not the case.
- You need to have the full native Linux versions of the games we support.
- Linux 2.4 kernel recommanded (old 2.2 and unstable kernels untested)
- glibc 2.1 or above (2.2 recommended)
- XFree86 4 with hardware accelerated OpenGL support (others untested)
You need the following dynamic libraries:
* GTK+ 1.2 http://www.gtk.org
* zlib http://www.cdrom.com/pub/infozip/zlib/
* libxml2 http://xmlsoft.org/
* libpng http://www.libpng.org/pub/png/libpng.html
Any decent distribution should provide packages for those, and in most cases have them installed by default.
Misc
=-=-
Once installed, use GtkRadiant's Help menu for ChangeLog, Credits and Links
--
The GtkRadiant team

10
setup/linux/all.cf Normal file
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@@ -0,0 +1,10 @@
# Linux build config
# all.cf
#
# includes core + wolfpack + q3pack + q2pack + her2pack
$DO_CORE=1;
$DO_GAME_Q3=1;
$DO_GAME_WOLF=1;
$DO_GAME_Q2=1;
$DO_GAME_HER2=1;

BIN
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@@ -0,0 +1,606 @@
Index: CHANGES
===================================================================
RCS file: /cvs/cvsroot/loki_setup/CHANGES,v
retrieving revision 1.77
diff -u -r1.77 CHANGES
--- CHANGES 2003/02/27 06:16:01 1.77
+++ CHANGES 2003/03/29 10:46:13
@@ -2,6 +2,10 @@
Stephane Peter (Codehost) - Tue Feb 11 20:33:32 PST 2003
* Added the 'environment' tag to store the values of
environment variables.
+TTimo (qeradiant.com) - Mon Feb 10 12:17:08 CET 2003
+ * Added SETUP_COMPONENT_PATH env to run scripts
+TTimo (qeradiant.com) - Sun Jan 26 23:36:06 CET 2003
+ * Ported over our subcomponent code
Stephane Peter (Codehost) - Fri Dec 6 16:31:27 PST 2002
* Do not display the main GTK dialog until we're done with the EULAs.
* Various fixes for menu items
Index: Makefile.in
===================================================================
RCS file: /cvs/cvsroot/loki_setup/Makefile.in,v
retrieving revision 1.18
diff -u -r1.18 Makefile.in
--- Makefile.in 2003/03/26 05:45:10 1.18
+++ Makefile.in 2003/03/29 10:46:13
@@ -126,7 +126,7 @@
strip image/setup.data/bin/$(os)/$(arch)/$(libc)/setup.gtk; \
$(BRANDELF) -t $(os) image/setup.data/bin/$(os)/$(arch)/$(libc)/setup.gtk; \
else \
- echo No directory to copy the binary files to.; \
+ echo image/setup.data/bin/$(os)/$(arch)/$(libc): No directory to copy the binary files to.; \
fi
install-image: all
@@ -151,7 +151,7 @@
cp setup.gtk $(IMAGE)/setup.data/bin/$(os)/$(arch)/$(libc); \
strip $(IMAGE)/setup.data/bin/$(os)/$(arch)/$(libc)/setup.gtk; \
else \
- echo No directory to copy the binary files to.; \
+ echo $(IMAGE)/setup.data/bin/$(os)/$(arch)/$(libc): No directory to copy the binary files to.; \
fi
# Pretty LPP-specific
@@ -161,7 +161,7 @@
strip $(IMAGE)/bin/$(os)/$(arch)/check; \
cp check.glade $(IMAGE)/misc/; \
else \
- echo No directory to copy the binary files to.; \
+ echo $(IMAGE)/bin/$(os)/$(arch): No directory to copy the binary files to.; \
fi
# Copy loki_uninstall and the required files
@@ -176,7 +176,7 @@
cp $$file $$path; \
done; \
else \
- echo No directory to copy the binary files to.; \
+ echo $(IMAGE)/bin/$(os)/$(arch): No directory to copy the binary files to.; \
fi
install-loki_uninstall: loki_uninstall
@@ -191,7 +191,7 @@
cp $$file $$path; \
done; \
else \
- echo No directory to copy the binary files to.; \
+ echo $(IMAGE)/loki_uninstall/bin/$(arch)/$(libc): No directory to copy the binary files to.; \
fi
@if [ -d $(UPDATES) ]; then \
rm -rf $(UPDATES)/bin-$(arch)-$(UNINSTALL_VERSION)/; \
Index: copy.c
===================================================================
RCS file: /cvs/cvsroot/loki_setup/copy.c,v
retrieving revision 1.65
diff -u -r1.65 copy.c
--- copy.c 2003/02/27 06:16:01 1.65
+++ copy.c 2003/03/29 10:46:16
@@ -343,7 +343,7 @@
*slash = '\0';
}
push_curdir(dir);
- if ( run_script(info, buf, 0) == 0 ) {
+ if ( run_script(info, buf, NULL, 0) == 0 ) {
const char *target = xmlGetProp(node, "target");
if ( target ) {
char targetpath[PATH_MAX];
@@ -677,7 +677,7 @@
if ( ! update(info, _("Running script"), 0, 0, current_option_txt) )
return 0;
}
- return(run_script(info, script, -1));
+ return(run_script(info, script, dest, -1));
}
ssize_t copy_node(install_info *info, xmlNodePtr node, const char *dest,
@@ -766,6 +766,7 @@
{
ssize_t size, copied;
char tmppath[PATH_MAX];
+ const char *component_dest;
size = 0;
while ( node ) {
@@ -828,6 +829,58 @@
}
current_component = NULL; /* Out of the component */
}
+ }
+ /* Parse subcomponents */
+ else if (!strcmp(node->name, "subcomponent")) {
+ const char *name, *version;
+ xmlNodePtr child;
+ name = xmlGetProp(node, "name");
+ if (!name)
+ log_fatal(_("SubComponent element must have a name"));
+ version = xmlGetProp(node, "version");
+ if (!version)
+ {
+ log_warning(_("SubComponent doesn't have a version"));
+ version = strdup("noversion");
+ }
+ child = node->childs;
+ while(child)
+ {
+ if(!strcmp(child->name, "option"))
+ {
+ /* only run if it has been actually selected for install */
+ const char *install;
+ install = xmlGetProp(child, "install");
+ if (install && !strcmp(install,"true"))
+ {
+ /* add this subcomponent as a standard component */
+ current_component = add_component_entry(info, name, version,
+ (strcmp(xmlGetProp(child, "install"), "true") != 0) ? 0 : 1);
+ if(xmlGetProp(child, "path"))
+ {
+ /* if the path's been changed, use the path it was changed to */
+ component_dest = xmlGetProp(child, "path");
+ }
+ else
+ {
+ /* if the path hasn't been changed, install to the default path */
+ component_dest = xmlGetProp(child, "default_path");
+ }
+ // TODO: verify the install location ?
+ copied = copy_node(info, child, component_dest, update);
+ if ( copied > 0 )
+ {
+ size += copied;
+ }
+ copied = copy_tree(info, child->childs, component_dest, update);
+ if(copied > 0)
+ {
+ size += copied;
+ }
+ }
+ }
+ child = child->next;
+ }
} else if ( ! strcmp(node->name, "environment") ) {
const char *prop = xmlGetProp(node, "var");
if ( prop ) {
Index: gtk_ui.c
===================================================================
RCS file: /cvs/cvsroot/loki_setup/gtk_ui.c,v
retrieving revision 1.78
diff -u -r1.78 gtk_ui.c
--- gtk_ui.c 2003/03/24 00:47:16 1.78
+++ gtk_ui.c 2003/03/29 10:46:20
@@ -143,6 +143,7 @@
static GladeXML *setup_glade = NULL;
static GladeXML *setup_glade_readme = NULL;
static GladeXML *setup_glade_license = NULL;
+static GladeXML *setup_glade_subcomponent = NULL;
static int cur_state;
static install_info *cur_info;
static int diskspace;
@@ -159,6 +160,7 @@
void setup_destroy_view_readme_slot(GtkWidget*, gpointer);
static yesno_answer gtkui_prompt(const char*, yesno_answer);
static void gtkui_abort(install_info *info);
+static int gtkui_dir_prompt (install_info *info, const char *message, char *path);
static int iterate_for_state(void)
{
@@ -1189,6 +1191,189 @@
}
}
+/*************** subcomponent *********************/
+
+void setup_button_subcomponent_browse(GtkWidget *widget, gpointer func_data)
+{
+ GtkWidget *entry = (GtkWidget *)func_data;
+ xmlNodePtr node = gtk_object_get_data(GTK_OBJECT(widget), "node");
+ char *widget_data = gtk_object_get_data(GTK_OBJECT(widget), "data");
+ char path[PATH_MAX];
+ strncpy(path, gtk_entry_get_text(GTK_ENTRY(entry)), PATH_MAX);
+
+ gtkui_dir_prompt(cur_info, widget_data, path);
+
+ if(path[strlen(path)-1] != '/')
+ strcat(path, "/");
+
+ gtk_entry_set_text(GTK_ENTRY(entry), path);
+
+ xmlSetProp(node, "path", path);
+}
+
+void setup_subcomponent_toggle(GtkWidget *widget, gpointer func_data)
+{
+ int state = gtk_toggle_button_get_active(GTK_TOGGLE_BUTTON(widget));
+ GtkWidget *entry = gtk_object_get_data(GTK_OBJECT(widget), "entry");
+ GtkWidget *button = gtk_object_get_data(GTK_OBJECT(widget), "button");
+ xmlNodePtr node = gtk_object_get_data(GTK_OBJECT(widget), "node");
+
+ if(state)
+ {
+ gtk_widget_set_sensitive(GTK_WIDGET(entry), TRUE);
+ gtk_widget_set_sensitive(GTK_WIDGET(button), TRUE);
+ xmlSetProp(node, "install", "true");
+ xmlSetProp(node, "path", gtk_entry_get_text(GTK_ENTRY(entry)));
+ }
+ else
+ {
+ gtk_widget_set_sensitive(GTK_WIDGET(entry), FALSE);
+ gtk_widget_set_sensitive(GTK_WIDGET(button), FALSE);
+ xmlSetProp(node, "install", "false");
+ xmlSetProp(node, "path", "");
+ }
+}
+
+void subcomponent_update_entry(GtkWidget *widget, gpointer func_data)
+{
+ xmlNodePtr node = gtk_object_get_data(GTK_OBJECT(widget), "node");
+ char *path = malloc(strlen(gtk_entry_get_text(GTK_ENTRY(widget)))+2);
+ strcpy(path, gtk_entry_get_text(GTK_ENTRY(widget)));
+
+ if (path[strlen(path)-1] != '/')
+ strcat(path, "/");
+
+ if(path)
+ xmlSetProp(node, "path", path);
+}
+
+void setup_button_subcomponent(GtkWidget *widget, gpointer func_data)
+{
+ xmlNodePtr node;
+ xmlNodePtr child;
+ GtkWidget *window, *frame, *w, *vbox, *hbox,
+ *check, *entry, *button, *sep;
+ const char *text;
+ char name[256];
+ int count=0;
+ int install=0;
+
+ install_info *info = (install_info *)func_data;
+
+ setup_glade_subcomponent = glade_xml_new(SETUP_GLADE, "subcomponent_dialog");
+ glade_xml_signal_autoconnect(setup_glade_subcomponent);
+ window = glade_xml_get_widget(setup_glade_subcomponent, "subcomponent_dialog");
+ frame = glade_xml_get_widget(setup_glade_subcomponent, "subcomponent_frame");
+
+ w = glade_xml_get_widget(setup_glade_subcomponent, "subcomponent_button_cancel");
+ gtk_widget_hide(w);
+
+ gtk_widget_realize(window);
+ gtk_widget_realize(frame);
+ gtk_container_foreach(GTK_CONTAINER(frame), empty_container, frame);
+
+ w = gtk_vbox_new(TRUE, 2);
+ gtk_container_add(GTK_CONTAINER(frame), w);
+ gtk_widget_show(w);
+
+ gtk_object_set_data(GTK_OBJECT(window), "data", w);
+
+ node = info->config->root->childs;
+ while(node != NULL && strcmp(node->name, "subcomponent"))
+ node = node->next;
+ if (!node)
+ log_fatal(_("subcomponent element not found"));
+ child = node->childs;
+ // subcomponent options
+ while(child != NULL)
+ {
+ if(!strcmp(child->name, "option"))
+ {
+ if(!strcmp(xmlGetProp(child, "install"), "true"))
+ install=1;
+ else
+ install=0;
+
+ vbox = gtk_vbox_new(FALSE, 2);
+ gtk_box_pack_start(GTK_BOX(w), vbox, TRUE, FALSE, 0);
+ gtk_container_set_border_width(GTK_CONTAINER(vbox), 5);
+ gtk_widget_show(vbox);
+
+ if(count)
+ {
+ sep = gtk_hseparator_new();
+ gtk_box_pack_start(GTK_BOX(vbox), sep, FALSE, FALSE, 0);
+ gtk_widget_show(sep);
+ }
+
+ text = xmlNodeListGetString(info->config, child->childs, 1);
+ parse_line(&text, name, sizeof(name));
+
+ check = gtk_check_button_new_with_label(name);
+ gtk_box_pack_start(GTK_BOX(vbox), check, FALSE, FALSE, 0);
+ if(install)
+ gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(check), TRUE);
+ gtk_signal_connect(GTK_OBJECT(check), "toggled", GTK_SIGNAL_FUNC(setup_subcomponent_toggle), NULL);
+ gtk_object_set_data(GTK_OBJECT(check), "name", name);
+ gtk_object_set_data(GTK_OBJECT(check), "node", child);
+ gtk_widget_show(check);
+
+ hbox = gtk_hbox_new(FALSE, 2);
+ gtk_box_pack_start(GTK_BOX(vbox), hbox, TRUE, FALSE, 0);
+ gtk_widget_show(hbox);
+
+ entry = gtk_entry_new();
+ //gtk_box_pack_start(GTK_BOX(hbox), entry, TRUE, FALSE, 0);
+ gtk_container_add(GTK_CONTAINER(hbox), entry);
+ if(!install)
+ gtk_widget_set_sensitive(GTK_WIDGET(entry), FALSE);
+ gtk_signal_connect(GTK_OBJECT(entry), "focus_out_event", GTK_SIGNAL_FUNC(subcomponent_update_entry), NULL);
+ gtk_object_set_data(GTK_OBJECT(entry), "name", name);
+ gtk_object_set_data(GTK_OBJECT(entry), "node", child);
+ gtk_widget_show(entry);
+
+ if(xmlGetProp(child, "path"))
+ {
+ gtk_entry_set_text(GTK_ENTRY(entry), xmlGetProp(child, "path"));
+ }
+ else if (xmlGetProp(child, "default_path"))
+ {
+ gtk_entry_set_text(GTK_ENTRY(entry), xmlGetProp(child, "default_path"));
+ }
+
+
+ button = gtk_button_new_with_label("...");
+ gtk_box_pack_end(GTK_BOX(hbox), button, FALSE, FALSE, 0);
+ gtk_object_set_data(GTK_OBJECT(button), "data", gtk_entry_get_text(GTK_ENTRY(entry)));
+ gtk_object_set_data(GTK_OBJECT(button), "node", child);
+ gtk_signal_connect(GTK_OBJECT(button), "clicked", GTK_SIGNAL_FUNC(setup_button_subcomponent_browse), entry);
+ if(!install)
+ gtk_widget_set_sensitive(GTK_WIDGET(button), FALSE);
+ gtk_widget_show(button);
+
+ gtk_object_set_data(GTK_OBJECT(check), "entry", entry);
+ gtk_object_set_data(GTK_OBJECT(check), "button", button);
+
+ count++;
+ }
+ child = child->next;
+ }
+ gtk_widget_show(window);
+ //gtk_window_set_modal(GTK_WINDOW(window), TRUE);
+}
+
+void setup_button_subcomponent_cancel(GtkWidget *widget, gpointer func_data)
+{
+ GtkWidget *window = glade_xml_get_widget(setup_glade_subcomponent, "subcomponent_dialog");
+ gtk_widget_hide(window);
+}
+
+void setup_button_subcomponent_ok(GtkWidget *widget, gpointer func_data)
+{
+ GtkWidget *window = glade_xml_get_widget(setup_glade_subcomponent, "subcomponent_dialog");
+ gtk_widget_hide(window);
+}
+
/********** UI functions *************/
static install_state gtkui_init(install_info *info, int argc, char **argv, int noninteractive)
@@ -1496,7 +1681,13 @@
parse_option(info, xmlGetProp(node, "name"), child, window, options, 0, NULL, 0, NULL);
}
}
- }
+ } else if ( ! strcmp(node->name, "subcomponent") ) {
+ GtkWidget *widget = gtk_button_new_with_label(xmlGetProp(node, "name"));
+ gtk_box_pack_start(GTK_BOX(options), GTK_WIDGET(widget), FALSE, FALSE, 5);
+ gtk_object_set_data(GTK_OBJECT(widget), "data", (gpointer)xmlGetProp(node, "name"));
+ gtk_signal_connect(GTK_OBJECT(widget), "clicked", GTK_SIGNAL_FUNC(setup_button_subcomponent), (gpointer)info);
+ gtk_widget_show(widget);
+ }
node = node->next;
}
init_install_path();
@@ -1681,6 +1872,63 @@
gtkui_idle(info);
}
+static int dirname_loop;
+static int prompt_ret;
+
+void store_dirname_slot(GtkFileSelection *selector, gpointer user_data) {
+ char *aux;
+ char *selected_dirname = (char *)user_data;
+ GtkWidget *parent;
+
+ parent = gtk_widget_get_toplevel (GTK_WIDGET(selector));
+ aux = gtk_file_selection_get_filename (GTK_FILE_SELECTION (parent));
+ if (strlen(aux))
+ strcpy(selected_dirname, aux);
+
+ dirname_loop = 0;
+}
+
+void abort_slot(GtkFileSelection *selector, gpointer user_data) {
+ dirname_loop = 0;
+ prompt_ret = 0;
+}
+
+static int gtkui_dir_prompt (install_info *info, const char *message, char *path)
+{
+ GtkWidget *selector;
+ char *aux;
+
+ /* Create the selector */
+ selector = gtk_file_selection_new(message);
+
+ gtk_file_selection_set_filename(GTK_FILE_SELECTION(selector), path);
+ gtk_file_selection_hide_fileop_buttons (GTK_FILE_SELECTION(selector));
+
+ gtk_signal_connect (GTK_OBJECT (GTK_FILE_SELECTION(selector)->ok_button),
+ "clicked", GTK_SIGNAL_FUNC (store_dirname_slot), path);
+
+ gtk_signal_connect (GTK_OBJECT (GTK_FILE_SELECTION(selector)->cancel_button),
+ "clicked", GTK_SIGNAL_FUNC (abort_slot), path);
+
+ /* Display that dialog */
+
+ gtk_grab_add(selector);
+ gtk_widget_show (selector);
+ gtk_grab_remove(selector);
+
+ dirname_loop = 1;
+ prompt_ret = 1;
+
+ while (dirname_loop==1)
+ gtk_main_iteration();
+
+ aux = gtk_file_selection_get_filename (GTK_FILE_SELECTION(selector));
+
+ gtk_widget_destroy(selector);
+
+ return prompt_ret;
+}
+
int gtkui_okay(Install_UI *UI, int *argc, char ***argv)
{
extern int force_console;
@@ -1730,7 +1978,3 @@
#endif
#endif
-
-
-
-
Index: install.c
===================================================================
RCS file: /cvs/cvsroot/loki_setup/install.c,v
retrieving revision 1.102
diff -u -r1.102 install.c
--- install.c 2003/03/27 04:16:26 1.102
+++ install.c 2003/03/29 10:46:24
@@ -999,7 +999,7 @@
log_fatal(_("XML: 'require' tag doesn't have a mandatory 'command' attribute"));
} else {
/* Launch the command */
- if ( run_script(info, prop, 0) != 0 ) {
+ if ( run_script(info, prop, NULL, 0) != 0 ) {
/* We failed: print out error message */
text = xmlNodeListGetString(info->config, node->childs, 1);
if(text) {
@@ -1139,7 +1139,7 @@
return 0;
/* Launch the command */
- return run_script(info, txt, 0) == 0;
+ return run_script(info, txt, NULL, 0) == 0;
}
}
return 1;
@@ -1321,7 +1321,7 @@
if (GetPreUnInstall(info) && info->installed_bytes>0) {
snprintf(path, sizeof(path), "sh %s", GetPreUnInstall(info));
- run_script(info, path, 0);
+ run_script(info, path, NULL, 0);
}
if ( file_exists(info->install_path) ) {
@@ -1338,7 +1338,7 @@
/* Do not run scripts if nothing was installed */
if ( info->installed_bytes>0 ) {
for ( selem = opt->pre_script_list; selem; selem = selem->next ) { /* RPM pre-uninstall */
- run_script(info, selem->script, 0);
+ run_script(info, selem->script, NULL, 0);
}
}
@@ -1355,7 +1355,7 @@
}
if ( info->installed_bytes>0 ) {
for ( selem = opt->post_script_list; selem; selem = selem->next ) { /* RPM post-uninstall */
- run_script(info, selem->script, 0);
+ run_script(info, selem->script, NULL, 0);
}
}
@@ -1373,7 +1373,7 @@
}
if (GetPostUnInstall(info) && info->installed_bytes>0) {
snprintf(path, sizeof(path), "sh %s", GetPostUnInstall(info));
- run_script(info, path, 0);
+ run_script(info, path, NULL, 0);
}
if ( uninstall_generated ) {
@@ -1753,7 +1753,7 @@
if ( ! restoring_corrupt() ) {
script = GetPreInstall(info);
if ( script ) {
- exitval = run_script(info, script, -1);
+ exitval = run_script(info, script, NULL, -1);
}
}
return exitval;
@@ -1766,7 +1766,7 @@
if ( ! restoring_corrupt() ) {
script = GetPostInstall(info);
if ( script ) {
- exitval = run_script(info, script, -1);
+ exitval = run_script(info, script, NULL, -1);
}
}
return exitval;
@@ -1787,7 +1787,7 @@
/* Run the command and set it to "true" if the return value is ok */
str = xmlGetProp(child, "command");
if ( str ) {
- cmd = run_script(info, str, 0);
+ cmd = run_script(info, str, NULL, 0);
xmlSetProp(child, "install", cmd ? "false" : "true");
} else {
log_fatal(_("Missing 'command' attribute for an option"));
@@ -2213,12 +2213,15 @@
}
/* Run some shell script commands */
-int run_script(install_info *info, const char *script, int arg)
+int run_script(install_info *info, const char *script, const char *dest, int arg)
{
char script_file[PATH_MAX];
int fd;
int exitval;
char working_dir[PATH_MAX];
+
+ if (!dest)
+ dest = "";
/* We need to append the working directory onto the script name so
it can always be found. Do this only if the script file exists
@@ -2255,7 +2258,8 @@
"SETUP_CDROMPATH=\"%s\"\n"
"SETUP_DISTRO=\"%s\"\n"
"SETUP_OPTIONTAGS=\"%s\"\n"
- "export SETUP_PRODUCTNAME SETUP_PRODUCTVER SETUP_INSTALLPATH SETUP_SYMLINKSPATH SETUP_CDROMPATH SETUP_DISTRO SETUP_OPTIONTAGS\n"
+ "SETUP_COMPONENT_PATH=\"%s\"\n"
+ "export SETUP_PRODUCTNAME SETUP_PRODUCTVER SETUP_INSTALLPATH SETUP_SYMLINKSPATH SETUP_CDROMPATH SETUP_DISTRO SETUP_OPTIONTAGS SETUP_COMPONENT_PATH\n"
"%s%s\n",
info->name, info->version,
info->install_path,
@@ -2263,6 +2267,7 @@
info->cdroms_list ? info->cdroms_list->mounted : "",
info->distro ? distribution_symbol[info->distro] : "",
get_optiontags_string(info),
+ dest,
working_dir, script);
fchmod(fileno(fp),0755); /* Turn on executable bit */
fclose(fp);
Index: install.h
===================================================================
RCS file: /cvs/cvsroot/loki_setup/install.h,v
retrieving revision 1.65
diff -u -r1.65 install.h
--- install.h 2003/02/27 06:16:01 1.65
+++ install.h 2003/03/29 10:46:25
@@ -353,7 +353,7 @@
If 'arg' is >= 0, it is passed to the script as a numeric argument,
otherwise the install path is passed as a command line argument.
*/
-extern int run_script(install_info *info, const char *script, int arg);
+extern int run_script(install_info *info, const char *script, const char *dest, int arg);
/* returns true if any deviant paths are not writable */
char check_deviant_paths(xmlNodePtr node, install_info *info);
@@ -383,4 +383,3 @@
#endif /* _install_h */
-

View File

@@ -0,0 +1,188 @@
%define name gtkradiant
%define version 1.5.0
%define release 5
%define installdir /opt/%{name}
Summary: GtkRadiant Level Editor
Name: %{name}
Version: %{version}
Release: %{release}
Group: Applications/Editors
Copyright: Id Software
URL: www.qeradiant.com
Distribution: GtkRadiant
Packager: %{packager}
Prefix: %{installdir}
Source: %{name}-%{version}.tar.gz
Requires: gtk2 >= 2.4.0 , gtkglext >= 1.0.0 , libxml2 >= 2.0.0 , zlib >= 1.2.0 , libpng >= 1.2.0 , mhash >= 0.9.0
BuildRequires: python >= 2.3.0 , gcc >= 3.0.0 , scons >= 0.96 , gtk2-devel >= 2.4.0 , gtkglext-devel >= 1.0.0 , libxml2-devel >= 2.0.0 , zlib-devel >= 1.2.0 , libpng-devel >= 1.2.0 , mhash-devel >= 0.9.0
%description
GtkRadiant is a cross-platform level editor for games based on Id Software
technology.
%prep
%setup -q
%build
scons BUILD="release" SETUP="0"
%install
echo $RPM_BUILD_ROOT/
rm -rf $RPM_BUILD_ROOT%{installdir}
mkdir -p $RPM_BUILD_ROOT%{installdir}
cp install/radiant.x86 $RPM_BUILD_ROOT%{installdir}
cp install/q3map2.x86 $RPM_BUILD_ROOT%{installdir}
cp install/q2map $RPM_BUILD_ROOT%{installdir}
cp setup/linux/bspc $RPM_BUILD_ROOT%{installdir}
cp setup/links.htm $RPM_BUILD_ROOT%{installdir}
cp setup/credits.html $RPM_BUILD_ROOT%{installdir}
cp setup/changelog.txt $RPM_BUILD_ROOT%{installdir}
cp setup/license.txt $RPM_BUILD_ROOT%{installdir}
cp setup/data/tools/global.xlink $RPM_BUILD_ROOT%{installdir}
mkdir $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/lighting_DBS_omni_fp.glsl $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/lighting_DBS_omni_vp.glsl $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/zfill_fp.glsl $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/zfill_vp.glsl $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/lighting_DBS_omni_fp.glp $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/lighting_DBS_omni_vp.glp $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/zfill_fp.glp $RPM_BUILD_ROOT%{installdir}/gl
cp setup/data/tools/gl/zfill_vp.glp $RPM_BUILD_ROOT%{installdir}/gl
cp include/RADIANT_MINOR $RPM_BUILD_ROOT%{installdir}
cp include/RADIANT_MAJOR $RPM_BUILD_ROOT%{installdir}
mkdir $RPM_BUILD_ROOT%{installdir}/et.game
mkdir $RPM_BUILD_ROOT%{installdir}/et.game/etmain
cp games/ETPack/et.game/etmain/default_shaderlist.txt $RPM_BUILD_ROOT%{installdir}/et.game/etmain
cp games/ETPack/et.game/etmain/et_entities.def $RPM_BUILD_ROOT%{installdir}/et.game/etmain
cp games/ETPack/et.game/etmain/et_entities.ent $RPM_BUILD_ROOT%{installdir}/et.game/etmain
cp games/ETPack/et.game/game.xlink $RPM_BUILD_ROOT%{installdir}/et.game
cp games/ETPack/et.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/et.game
mkdir $RPM_BUILD_ROOT%{installdir}/et.game/bitmaps
cp games/ETPack/et.game/bitmaps/splash.bmp $RPM_BUILD_ROOT%{installdir}/et.game/bitmaps
cp games/ETPack/et.game/default_build_menu.txt $RPM_BUILD_ROOT%{installdir}/et.game/bitmaps
mkdir $RPM_BUILD_ROOT%{installdir}/games
cp games/ETPack/games/et.game $RPM_BUILD_ROOT%{installdir}/games
cp games/Q1Pack/games/q1.game $RPM_BUILD_ROOT%{installdir}/games
cp games/Q2Pack/games/q2.game $RPM_BUILD_ROOT%{installdir}/games
cp games/Q3Pack/tools/games/q3.game $RPM_BUILD_ROOT%{installdir}/games
cp games/Doom3Pack/tools/games/doom3.game $RPM_BUILD_ROOT%{installdir}/games
cp games/Q4Pack/tools/games/q4.game $RPM_BUILD_ROOT%{installdir}/games
cp games/JAPack/Tools/games/ja.game $RPM_BUILD_ROOT%{installdir}/games
mkdir $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/entity.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/model.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/shaders.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/vfspk3.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/archivepak.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/mapxml.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/md3model.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/image.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/imagehl.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/archivezip.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/imagepng.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/imageq2.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/mapq3.so $RPM_BUILD_ROOT%{installdir}/modules
cp install/modules/archivewad.so $RPM_BUILD_ROOT%{installdir}/modules
mkdir $RPM_BUILD_ROOT%{installdir}/q1.game
cp games/Q1Pack/q1.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/q1.game
mkdir $RPM_BUILD_ROOT%{installdir}/q1.game/id1
cp games/Q1Pack/q1.game/id1/entities.ent $RPM_BUILD_ROOT%{installdir}/q1.game/id1
mkdir $RPM_BUILD_ROOT%{installdir}/q2.game
cp games/Q2Pack/q2.game/game.xlink $RPM_BUILD_ROOT%{installdir}/q2.game
cp games/Q2Pack/q2.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/q2.game
mkdir $RPM_BUILD_ROOT%{installdir}/q2.game/baseq2
cp games/Q2Pack/q2.game/baseq2/entities.def $RPM_BUILD_ROOT%{installdir}/q2.game/baseq2
mkdir $RPM_BUILD_ROOT%{installdir}/q3.game
cp games/Q3Pack/tools/q3.game/game.xlink $RPM_BUILD_ROOT%{installdir}/q3.game
cp games/Q3Pack/tools/q3.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/q3.game
mkdir $RPM_BUILD_ROOT%{installdir}/q3.game/missionpack
cp games/Q3Pack/tools/q3.game/missionpack/default_shaderlist.txt $RPM_BUILD_ROOT%{installdir}/q3.game/missionpack
cp games/Q3Pack/tools/q3.game/missionpack/entities-ta.def $RPM_BUILD_ROOT%{installdir}/q3.game/missionpack
cp games/Q3Pack/tools/q3.game/missionpack/entities-ta.ent $RPM_BUILD_ROOT%{installdir}/q3.game/missionpack
mkdir $RPM_BUILD_ROOT%{installdir}/q3.game/baseq3
cp games/Q3Pack/tools/q3.game/baseq3/entities.ent $RPM_BUILD_ROOT%{installdir}/q3.game/baseq3
cp games/Q3Pack/tools/q3.game/baseq3/default_shaderlist.txt $RPM_BUILD_ROOT%{installdir}/q3.game/baseq3
cp games/Q3Pack/tools/q3.game/baseq3/entities.def $RPM_BUILD_ROOT%{installdir}/q3.game/baseq3
mkdir $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_cubicclipping.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/cap_endcap.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/window4.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/splash.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/show_entities.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_selecttouching.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/cap_iendcap.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_wireframe.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_insdel.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_rotatey.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_cameraupdate.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/dontselectcurve.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/scalelockz.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/file_open.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/ellipsis.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_rotatez.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/scalelocky.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/dontselectmodel.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/modify_vertices.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_rotatex.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_flipy.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_selectinside.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_weld.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_cameratoggle.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/select_mousescale.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_change.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_csgsubtract.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_bend.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/window3.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/scalelockx.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/select_mouseresize.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/window1.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_clipper.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/logo.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_drilldown.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/texture_lock.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/textures_popup.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_selectpartialtall.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_selectcompletetall.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/window2.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/select_mousetranslate.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_flipx.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_makehollow.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/select_mouserotate.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/selection_csgmerge.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/file_save.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/popup_selection.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/cap_bevel.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/brush_flipz.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/cap_ibevel.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/curve_cap.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/modify_faces.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/notex.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/modify_edges.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/icon.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/shadernotex.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/patch_showboundingbox.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/view_entity.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/cap_cylinder.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/white.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/black.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
cp setup/data/tools/bitmaps/noFalloff.bmp $RPM_BUILD_ROOT%{installdir}/bitmaps
mkdir $RPM_BUILD_ROOT%{installdir}/doom3.game
cp games/Doom3Pack/tools/doom3.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/doom3.game
mkdir $RPM_BUILD_ROOT%{installdir}/q4.game
cp games/Q4Pack/tools/q4.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/q4.game
mkdir $RPM_BUILD_ROOT%{installdir}/ja.game
cp games/JAPack/Tools/ja.game/default_build_menu.xml $RPM_BUILD_ROOT%{installdir}/ja.game
cp games/JAPack/Tools/ja.game/game.xlink $RPM_BUILD_ROOT%{installdir}/ja.game
mkdir $RPM_BUILD_ROOT%{installdir}/ja.game/base
cp games/JAPack/Tools/ja.game/base/mp_entities.def $RPM_BUILD_ROOT%{installdir}/ja.game/base
cp games/JAPack/Tools/ja.game/base/sp_entities.def $RPM_BUILD_ROOT%{installdir}/ja.game/base
cp games/JAPack/Tools/ja.game/base/default_shaderlist.txt $RPM_BUILD_ROOT%{installdir}/ja.game/base
%clean
%files
%defattr(-,root,root)
%{installdir}

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@@ -0,0 +1,341 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) 19yy <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) 19yy name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

294
setup/linux/makeself/README Normal file
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The following was generated from http://www.megastep.org/makeself/
-----------------------
makeself - Make self-extractible archives on Unix
[1]makeself.sh is a small shell script that generates a
self-extractible tar.gz archive from a directory. The resulting file
appears as a shell script (many of those have a .run suffix), and can
be launched as is. The archive will then uncompress itself to a
temporary directory and an optional arbitrary command will be executed
(for example an installation script). This is pretty similar to
archives generated with WinZip Self-Extractor in the Windows world.
Makeself archives also include checksums for integrity self-validation
(CRC and/or MD5 checksums).
The makeself.sh script itself is used only to create the archives from
a directory of files. The resultant archive is actually a compressed
(using gzip, bzip2, or compress) TAR archive, with a small shell
script stub at the beginning. This small stub performs all the steps
of extracting the files, running the embedded command, and removing
the temporary files when it's all over. All what the user has to do to
install the software contained in such an archive is to "run" the
archive, i.e sh nice-software.run. I recommend using the "run" (which
was introduced by some Makeself archives released by Loki Software) or
"sh" suffix for such archives not to confuse the users, since they
it's actually shell scripts (with quite a lot of binary data attached
to it though!).
I am trying to keep the code of this script as portable as possible,
i.e it's not relying on any bash-specific features and only calls
commands that are installed on any functioning UNIX-compatible system.
This script as well as the archives it generates should run on any
Unix flavor, with any compatible Bourne shell, provided of course that
the compression programs are available.
As of version 2.1, Makeself has been rewritten and tested on the
following platforms :
* Linux (all distributions)
* Sun Solaris (8 tested)
* HP-UX (tested on 11.0 and 11i on HPPA RISC)
* SCO OpenUnix and OpenServer
* IBM AIX 5.1L
* MacOS X (Darwin)
* SGI IRIX 6.5
* FreeBSD
* UnicOS / Cray
If you successfully run Makeself and/or archives created with it on
another system, then [2]let me know!
Examples of publicly available archives made using makeself are :
* Game patches and installers for [3]Id Software games like Quake 3
for Linux or Return To Castle Wolfenstien ;
* All game patches released by [4]Loki Software for the Linux
version of popular games ;
* The [5]nVidia drivers for Linux
* The [6]Makeself distribution itself ;-)
* and countless others...
Important note for Apache users: By default, most Web servers will
think that Makeself archives are regular text files and thus they may
show up as text in a Web browser. The correct way to prevent this is
to add a MIME type for this file format, like so (in httpd.conf) :
AddType application/x-makeself .run
Important note for recent GNU/Linux distributions: Archives created
with Makeself prior to v2.1.2 were using an old syntax for the head
and tail Unix commands that is being progressively obsoleted in their
GNU forms. Therefore you may have problems uncompressing some of these
archives. A workaround for this is to set the environment variable
$_POSIX2_VERSION to enable the old syntax, i.e. :
export _POSIX2_VERSION=199209
Usage
The syntax of makeself is the following:
makeself.sh [args] archive_dir file_name label startup_script
[script_args]
* args are optional options for Makeself. The available ones are :
+ --version : Prints the version number on stdout, then exits
immediately
+ --gzip : Use gzip for compression (is the default on
platforms on which gzip is commonly available, like Linux)
+ --bzip2 : Use bzip2 instead of gzip for better compression.
The bzip2 command must be available in the command path. I
recommend that you set the prefix to something like
'.bz2.run' for the archive, so that potential users know that
they'll need bzip2 to extract it.
+ --compress : Use the UNIX "compress" command to compress the
data. This should be the default on all platforms that don't
have gzip available.
+ --nocomp : Do not use any compression for the archive, which
will then be an uncompressed TAR.
+ --notemp : The generated archive will not extract the files
to a temporary directory, but in a new directory created in
the current directory. This is better to distribute software
packages that may extract and compile by themselves (i.e.
launch the compilation through the embedded script).
+ --current : Files will be extracted to the current directory,
instead of in a subdirectory. This option implies --notemp
above.
+ --follow : Follow the symbolic links inside of the archive
directory, i.e. store the files that are being pointed to
instead of the links themselves.
+ --append (new in 2.1.x): Append data to an existing archive,
instead of creating a new one. In this mode, the settings
from the original archive are reused (compression type,
label, embedded script), and thus don't need to be specified
again on the command line.
+ --header : Makeself 2.0 uses a separate file to store the
header stub, called "makeself-header.sh". By default, it is
assumed that it is stored in the same location as
makeself.sh. This option can be used to specify its actual
location if it is stored someplace else.
+ --copy : Upon extraction, the archive will first extract
itself to a temporary directory. The main application of this
is to allow self-contained installers stored in a Makeself
archive on a CD, when the installer program will later need
to unmount the CD and allow a new one to be inserted. This
prevents "Filesystem busy" errors for installers that span
multiple CDs.
+ --nox11 : Disable the automatic spawning of a new terminal in
X11.
+ --nowait : When executed from a new X11 terminal, disable the
user prompt at the end of the script execution.
+ --lsm file : Provide and LSM file to makeself, that will be
embedded in the generated archive. LSM files are describing a
software package in a way that is easily parseable. The LSM
entry can then be later retrieved using the '-lsm' argument
to the archive. An exemple of a LSM file is provided with
Makeself.
* archive_dir is the name of the directory that contains the files
to be archived
* file_name is the name of the archive to be created
* label is an arbitrary text string describing the package. It will
be displayed while extracting the files.
* startup_script is the command to be executed from within the
directory of extracted files. Thus, if you wish to execute a
program contain in this directory, you must prefix your command
with "./". For example, ./program will be fine. The script_args
are additionnal arguments for this command.
Here is an example, assuming the user has a package image stored in a
/home/joe/mysoft, and he wants to generate a self-extracting package
named mysoft.sh, which will launch the "setup" script initially stored
in /home/joe/mysoft :
makeself.sh /home/joe/mysoft mysoft.sh "Joe's Nice Software Package"
./setup
Here is also how I created the [7]makeself.run archive which contains
the Makeself distribution :
makeself.sh --notemp makeself makeself.run "Makeself by Stephane
Peter" echo "Makeself has extracted itself"
Archives generated with Makeself 2.1 can be passed the following
arguments:
* --keep : Prevent the files to be extracted in a temporary
directory that will be removed after the embedded script's
execution. The files will then be extracted in the current working
directory and will stay here until you remove them.
* --verbose : Will prompt the user before executing the embedded
command
* --target dir : Allows to extract the archive in an arbitrary
place.
* --nox11 : Do not spawn a X11 terminal.
* --confirm : Prompt the user for confirmation before running the
embedded command.
* --info : Print out general information about the archive (does not
extract).
* --lsm : Print out the LSM entry, if it is present.
* --list : List the files in the archive.
* --check : Check the archive for integrity using the embedded
checksums. Does not extract the archive.
* --nochown : By default, a "chown -R" command is run on the target
directory after extraction, so that all files belong to the
current user. This is mostly needed if you are running as root, as
tar will then try to recreate the initial user ownerships. You may
disable this behavior with this flag.
Any subsequent arguments to the archive will be passed as additional
arguments to the embedded command. You should explicitly use the --
special command-line construct before any such options to make sure
that Makeself will not try to interpret them.
License
Makeself is covered by the [8]GNU General Public License (GPL) version
2 and above. Archives generated by Makeself don't have to be placed
under this license (although I encourage it ;-)), since the archive
itself is merely data for Makeself.
Download
Get the latest official distribution [9]here (version 2.1.2).
The latest development version can be grabbed from the Loki Setup CVS
module, at [10]cvs.icculus.org.
Version history
* v1.0: Initial public release
* v1.1: The archive can be passed parameters that will be passed on
to the embedded script, thanks to John C. Quillan
* v1.2: Cosmetic updates, support for bzip2 compression and
non-temporary archives. Many ideas thanks to Francois Petitjean.
* v1.3: More patches from Bjarni R. Einarsson and Francois
Petitjean: Support for no compression (--nocomp), script is no
longer mandatory, automatic launch in an xterm, optional verbose
output, and -target archive option to indicate where to extract
the files.
* v1.4: Many patches from Francois Petitjean: improved UNIX
compatibility, automatic integrity checking, support of LSM files
to get info on the package at run time..
* v1.5.x: A lot of bugfixes, and many other patches, including
automatic verification through the usage of checksums. Version
1.5.5 was the stable release for a long time, even though the Web
page didn't get updated ;-). Makeself was also officially made a
part of the [11]Loki Setup installer, and its source is being
maintained as part of this package.
* v2.0: Complete internal rewrite of Makeself. The command-line
parsing was vastly improved, the overall maintenance of the
package was greatly improved by separating the stub from
makeself.sh. Also Makeself was ported and tested to a variety of
Unix platforms.
* v2.0.1: First public release of the new 2.0 branch. Prior versions
are officially obsoleted. This release introduced the '--copy'
argument that was introduced in response to a need for the
[12]UT2K3 Linux installer.
* v2.1.0: Big change : Makeself can now support multiple embedded
tarballs, each stored separately with their own checksums. An
existing archive can be updated with the --append flag. Checksums
are also better managed, and the --nochown option for archives
appeared.
* v2.1.1: Fixes related to the Unix compression (compress command).
Some Linux distributions made the insane choice to make it
unavailable, even though gzip is capable of uncompressing these
files, plus some more bugfixes in the extraction and checksum
code.
* v2.1.2: Some bug fixes. Use head -n to avoid problems with POSIX
conformance.
Links
* Check out the [13]"Loki setup" installer, used to install many
Linux games and other applications, and of which I am the
co-author. Since the demise of Loki, I am now the official
maintainer of the project, and it is now being hosted on
[14]icculus.org, as well as a bunch of other ex-Loki projects (and
a lot of other good stuff!).
* Bjarni R. Einarsson also wrote the setup.sh installer script,
inspired by Makeself. [15]Check it out !
Contact
This script was written by [16]Stéphane Peter (megastep at
megastep.org) I welcome any enhancements and suggestions.
Contributions were included from John C. Quillan, Bjarni R. Einarsson,
Francois Petitjean, and Ryan C. Gordon, thanks to them! If you think I
forgot your name, don't hesitate to contact me.
icculus.org also has a [17]Bugzilla server available that allows bug
reports to be submitted for Loki setup, and since Makeself is a part
of Loki setup, you can submit bug reports from there!
_________________________________________________________________
[18]Stéphane Peter
Last modified: Fri Jul 4 18:32:11 PDT 2003
Références
1. http://www.megastep.org/makeself/makeself.run
2. mailto:megastep@REMOVEME.megastep.org
3. http://www.idsoftware.com/
4. http://www.lokigames.com/products/myth2/updates.php3
5. http://www.nvidia.com/
6. http://www.megastep.org/makeself/makeself.run
7. http://www.megastep.org/makeself/makeself.run
8. http://www.gnu.org/copyleft/gpl.html
9. http://www.megastep.org/makeself/makeself-2.1.2.run
10. http://cvs.icculus.org/
11. http://www.icculus.org/loki_setup/
12. http://www.unrealtournament2003.com/
13. http://www.icculus.org/loki_setup/
14. http://www.icculus.org/
15. http://www.mmedia.is/~bre/programs/setup.sh/
16. mailto:megastep@@megastep.org
17. https://bugzilla.icculus.org/
18. mailto:megastep@@megastep.org

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What needs to be done next :
- Generic compression code (thru a user-defined command)
- Collect names of directories potentially containing md5 program. GUESS_MD5_PATH
Stéphane Peter <megastep@megastep.org>

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cat << EOF > "$archname"
#!/bin/sh
# This script was generated using Makeself $MS_VERSION
CRCsum="$CRCsum"
MD5="$MD5sum"
TMPROOT=\${TMPDIR:=/tmp}
label="$LABEL"
script="$SCRIPT"
scriptargs="$SCRIPTARGS"
targetdir="$archdirname"
filesizes="$filesizes"
keep=$KEEP
print_cmd_arg=""
if type printf > /dev/null; then
print_cmd="printf"
elif test -x /usr/ucb/echo; then
print_cmd="/usr/ucb/echo"
else
print_cmd="echo"
fi
MS_Printf()
{
\$print_cmd \$print_cmd_arg "\$1"
}
MS_Progress()
{
while read a; do
MS_Printf .
done
}
MS_dd()
{
blocks=\`expr \$3 / 1024\`
bytes=\`expr \$3 % 1024\`
dd if="\$1" ibs=\$2 skip=1 obs=1024 conv=sync 2> /dev/null | \\
{ test \$blocks -gt 0 && dd ibs=1024 obs=1024 count=\$blocks ; \\
test \$bytes -gt 0 && dd ibs=1 obs=1024 count=\$bytes ; } 2> /dev/null
}
MS_Help()
{
cat << EOH >&2
Makeself version $MS_VERSION
1) Getting help or info about \$0 :
\$0 --help Print this message
\$0 --info Print embedded info : title, default target directory, embedded script ...
\$0 --lsm Print embedded lsm entry (or no LSM)
\$0 --list Print the list of files in the archive
\$0 --check Checks integrity of the archive
2) Running \$0 :
\$0 [options] [--] [additional arguments to embedded script]
with following options (in that order)
--confirm Ask before running embedded script
--keep Do not erase target directory after running
the embedded script
--nox11 Do not spawn an xterm
--nochown Do not give the extracted files to the current user
--target NewDirectory Extract in NewDirectory
--tar arg1 [arg2 ...] Access the contents of the archive through the tar command
-- Following arguments will be passed to the embedded script
EOH
}
MS_Check()
{
OLD_PATH=\$PATH
PATH=\${GUESS_MD5_PATH:-"\$OLD_PATH:/bin:/usr/bin:/sbin:/usr/local/ssl/bin:/usr/local/bin:/opt/openssl/bin"}
MD5_PATH=\`exec 2>&-; which md5sum || type md5sum\`
MD5_PATH=\${MD5_PATH:-\`exec 2>&-; which md5 || type md5\`}
PATH=\$OLD_PATH
MS_Printf "Verifying archive integrity..."
offset=\`head -n $SKIP "\$1" | wc -c | tr -d " "\`
verb=\$2
i=1
for s in \$filesizes
do
crc=\`echo \$CRCsum | cut -d" " -f\$i\`
if test -x "\$MD5_PATH"; then
md5=\`echo \$MD5 | cut -d" " -f\$i\`
if test \$md5 = "00000000000000000000000000000000"; then
test x\$verb = xy && echo " \$1 does not contain an embedded MD5 checksum." >&2
else
md5sum=\`MS_dd "\$1" \$offset \$s | "\$MD5_PATH" | cut -b-32\`;
if test "\$md5sum" != "\$md5"; then
echo "Error in MD5 checksums: \$md5sum is different from \$md5" >&2
exit 2
else
test x\$verb = xy && MS_Printf " MD5 checksums are OK." >&2
fi
crc="0000000000"; verb=n
fi
fi
if test \$crc = "0000000000"; then
test x\$verb = xy && echo " \$1 does not contain a CRC checksum." >&2
else
sum1=\`MS_dd "\$1" \$offset \$s | cksum | awk '{print \$1}'\`
if test "\$sum1" = "\$crc"; then
test x\$verb = xy && MS_Printf " CRC checksums are OK." >&2
else
echo "Error in checksums: \$sum1 is different from \$crc"
exit 2;
fi
fi
i=\`expr \$i + 1\`
offset=\`expr \$offset + \$s\`
done
echo " All good."
}
UnTAR()
{
tar \$1vf - 2>&1 || { echo Extraction failed. > /dev/tty; kill -15 \$$; }
}
finish=true
xterm_loop=
nox11=$NOX11
copy=$COPY
ownership=y
verbose=n
initargs="\$@"
while true
do
case "\$1" in
-h | --help)
MS_Help
exit 0
;;
--info)
echo Identification: "\$label"
echo Target directory: "\$targetdir"
echo Uncompressed size: $USIZE KB
echo Compression: $COMPRESS
echo Date of packaging: $DATE
echo Built with Makeself version $MS_VERSION on $OSTYPE
if test x\$script != x; then
echo Script run after extraction:
echo " " \$script \$scriptargs
fi
if test x"$copy" = xcopy; then
echo "Archive will copy itself to a temporary location"
fi
if test x"$KEEP" = xy; then
echo "directory \$targetdir is permanent"
else
echo "\$targetdir will be removed after extraction"
fi
exit 0
;;
--dumpconf)
echo LABEL=\"\$label\"
echo SCRIPT=\"\$script\"
echo SCRIPTARGS=\"\$scriptargs\"
echo archdirname=\"$archdirname\"
echo KEEP=$KEEP
echo COMPRESS=$COMPRESS
echo filesizes=\"\$filesizes\"
echo CRCsum=\"\$CRCsum\"
echo MD5sum=\"\$MD5\"
echo OLDUSIZE=$USIZE
echo OLDSKIP=`expr $SKIP + 1`
exit 0
;;
--lsm)
cat << EOLSM
EOF
eval "$LSM_CMD"
cat << EOF >> "$archname"
EOLSM
exit 0
;;
--list)
echo Target directory: \$targetdir
offset=\`head -n $SKIP "\$0" | wc -c | tr -d " "\`
for s in \$filesizes
do
MS_dd "\$0" \$offset \$s | eval "$GUNZIP_CMD" | UnTAR t
offset=\`expr \$offset + \$s\`
done
exit 0
;;
--tar)
offset=\`head -n $SKIP "\$0" | wc -c | tr -d " "\`
arg1="\$2"
shift 2
for s in \$filesizes
do
MS_dd "\$0" \$offset \$s | eval "$GUNZIP_CMD" | tar "\$arg1" - \$*
offset=\`expr \$offset + \$s\`
done
exit 0
;;
--check)
MS_Check "\$0" y
exit 0
;;
--confirm)
verbose=y
shift
;;
--keep)
keep=y
shift
;;
--target)
keep=y
targetdir=\${2:-.}
shift 2
;;
--nox11)
nox11=y
shift
;;
--nochown)
ownership=n
shift
;;
--xwin)
finish="echo Press Return to close this window...; read junk"
xterm_loop=1
shift
;;
--phase2)
copy=phase2
shift
;;
--)
shift
break ;;
-*)
echo Unrecognized flag : "\$1" >&2
MS_Help
exit 1
;;
*)
break ;;
esac
done
case "\$copy" in
copy)
SCRIPT_COPY="\$TMPROOT/makeself\$\$"
echo "Copying to a temporary location..." >&2
cp "\$0" "\$SCRIPT_COPY"
chmod +x "\$SCRIPT_COPY"
cd "\$TMPROOT"
exec "\$SCRIPT_COPY" --phase2
;;
phase2)
finish="\$finish ; rm -f \$0"
;;
esac
if test "\$nox11" = "n"; then
if tty -s; then # Do we have a terminal?
:
else
if test x"\$DISPLAY" != x -a x"\$xterm_loop" = x; then # No, but do we have X?
if xset q > /dev/null 2>&1; then # Check for valid DISPLAY variable
GUESS_XTERMS="xterm rxvt dtterm eterm Eterm kvt konsole aterm"
for a in \$GUESS_XTERMS; do
if type \$a >/dev/null 2>&1; then
XTERM=\$a
break
fi
done
chmod a+x \$0 || echo Please add execution rights on \$0
if test \`echo "\$0" | cut -c1\` = "/"; then # Spawn a terminal!
exec \$XTERM -title "\$label" -e "\$0" --xwin "\$initargs"
else
exec \$XTERM -title "\$label" -e "./\$0" --xwin "\$initargs"
fi
fi
fi
fi
fi
if test "\$targetdir" = "."; then
tmpdir="."
else
if test "\$keep" = y; then
echo "Creating directory \$targetdir" >&2
tmpdir="\$targetdir"
else
tmpdir="\$TMPROOT/selfgz\$\$"
fi
mkdir -p \$tmpdir || {
echo 'Cannot create target directory' \$tmpdir >&2
echo 'You should try option --target OtherDirectory' >&2
eval \$finish
exit 1
}
fi
location="\`pwd\`"
if test x\$SETUP_NOCHECK != x1; then
MS_Check "\$0"
fi
offset=\`head -n $SKIP "\$0" | wc -c | tr -d " "\`
if test x"\$verbose" = xy; then
MS_Printf "About to extract $USIZE KB in \$tmpdir ... Proceed ? [Y/n] "
read yn
if test x"\$yn" = xn; then
eval \$finish; exit 1
fi
fi
MS_Printf "Uncompressing \$label"
res=3
if test "\$keep" = n; then
trap 'echo Signal caught, cleaning up >&2; cd \$TMPROOT; /bin/rm -rf \$tmpdir; eval \$finish; exit 15' 1 2 3 15
fi
for s in \$filesizes
do
if MS_dd "\$0" \$offset \$s | eval "$GUNZIP_CMD" | ( cd "\$tmpdir"; UnTAR x ) | MS_Progress; then
if test x"\$ownership" = xy; then
(PATH=/usr/xpg4/bin:\$PATH; cd "\$tmpdir"; chown -R \`id -u\` .; chgrp -R \`id -g\` .)
fi
else
echo
echo "Unable to decompress \$0" >&2
eval \$finish; exit 1
fi
offset=\`expr \$offset + \$s\`
done
echo
cd "\$tmpdir"
res=0
if test x"\$script" != x; then
if test x"\$verbose" = xy; then
MS_Printf "OK to execute: \$script \$scriptargs \$* ? [Y/n] "
read yn
if test x"\$yn" = x -o x"\$yn" = xy -o x"\$yn" = xY; then
\$script \$scriptargs \$*; res=\$?;
fi
else
\$script \$scriptargs \$*; res=\$?
fi
if test \$res -ne 0; then
test x"\$verbose" = xy && echo "The program '\$script' returned an error code (\$res)" >&2
fi
fi
if test "\$keep" = n; then
cd \$TMPROOT
/bin/rm -rf \$tmpdir
fi
eval \$finish; exit \$res
EOF

View File

@@ -0,0 +1,16 @@
Begin3
Title: makeself.sh
Version: 2.1
Description: makeself.sh is a shell script that generates a self-extractible
tar.gz archive from a directory. The resulting file appears as a shell
script, and can be launched as is. The archive will then uncompress
itself to a temporary directory and an arbitrary command will be
executed (for example an installation script). This is pretty similar
to archives generated with WinZip Self-Extractor in the Windows world.
Keywords: Installation archive tar winzip
Author: Stéphane Peter (megastep@megastep.org)
Maintained-by: Stéphane Peter (megastep@megastep.org)
Original-site: http://www.megastep.org/makeself/
Platform: Unix
Copying-policy: GPL
End

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