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authorAndrey Nazarov <skuller@skuller.net>2008-08-16 10:19:42 +0000
committerAndrey Nazarov <skuller@skuller.net>2008-08-16 10:19:42 +0000
commit1526e22e4ff29153e9c127081e8ea8d9e2f33b8c (patch)
treeb361766433d4a7b4a111865afd52803e2bbf7754 /source/ui_playermodels.c
parente826e5f176f21cd18b3bbc22887a266835ada57c (diff)
Split some monolithic include files into smaller ones.
Use single BSP models cache for refresh and collision subsystems. Refresh libraries may not longer be dynamically loaded. Made gi.TagMalloc use separate tag namespace to avoid conflicts with engine reserverd tags. Fixed listing order of MVD channels in chooser menu. A lot of misc changes... MSVC build is definitely broken now.
Diffstat (limited to 'source/ui_playermodels.c')
-rw-r--r--source/ui_playermodels.c27
1 files changed, 14 insertions, 13 deletions
diff --git a/source/ui_playermodels.c b/source/ui_playermodels.c
index 91250a7..c9c34bb 100644
--- a/source/ui_playermodels.c
+++ b/source/ui_playermodels.c
@@ -19,6 +19,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ui_local.h"
+#include "files.h"
/*
=============================================================================
@@ -93,7 +94,7 @@ void PlayerModel_Load( void ) {
/*
** get a list of directories
*/
- if( !( list = ( char ** )fs.ListFiles( NULL, "players/*/*", FS_SEARCH_BYFILTER|FS_SEARCH_SAVEPATH, &numFiles ) ) ) {
+ if( !( list = ( char ** )FS_ListFiles( NULL, "players/*/*", FS_SEARCH_BYFILTER|FS_SEARCH_SAVEPATH, &numFiles ) ) ) {
return;
}
@@ -119,7 +120,7 @@ void PlayerModel_Load( void ) {
}
}
- fs.FreeList( ( void ** )list );
+ FS_FreeList( ( void ** )list );
if( !ndirs ) {
return;
@@ -140,13 +141,13 @@ void PlayerModel_Load( void ) {
// verify the existence of tris.md2
Q_concat( scratch, sizeof( scratch ), "players/", dirnames[i], "/tris.md2", NULL );
- if( fs.LoadFile( scratch, NULL ) == INVALID_LENGTH ) {
+ if( FS_LoadFile( scratch, NULL ) == INVALID_LENGTH ) {
continue;
}
// verify the existence of at least one pcx skin
Q_concat( scratch, sizeof( scratch ), "players/", dirnames[i], NULL );
- pcxnames = ( char ** )fs.ListFiles( scratch, ".pcx", 0, &npcxfiles );
+ pcxnames = ( char ** )FS_ListFiles( scratch, ".pcx", 0, &npcxfiles );
if( !pcxnames ) {
continue;
}
@@ -161,7 +162,7 @@ void PlayerModel_Load( void ) {
}
if( !nskins ) {
- fs.FreeList( ( void ** )pcxnames );
+ FS_FreeList( ( void ** )pcxnames );
continue;
}
@@ -178,11 +179,11 @@ void PlayerModel_Load( void ) {
}
}
- fs.FreeList( ( void ** )pcxnames );
+ FS_FreeList( ( void ** )pcxnames );
// load vweap models
Q_concat( scratch, sizeof( scratch ), "players/", dirnames[i], "/w_*.md2", NULL );
- weaponNames = ( char ** )fs.ListFiles( NULL, scratch, FS_SEARCH_BYFILTER, &numWeapons );
+ weaponNames = ( char ** )FS_ListFiles( NULL, scratch, FS_SEARCH_BYFILTER, &numWeapons );
pmi = &uis.pmi[uis.numPlayerModels++];
pmi->numWeapons = 0;
@@ -199,7 +200,7 @@ void PlayerModel_Load( void ) {
}
}
- fs.FreeList( ( void ** )weaponNames );
+ FS_FreeList( ( void ** )weaponNames );
}
// at this point we have a valid player model
@@ -211,7 +212,7 @@ void PlayerModel_Load( void ) {
}
for( i = 0; i < ndirs; i++ ) {
- com.Free( dirnames[i] );
+ Z_Free( dirnames[i] );
}
qsort( uis.pmi, uis.numPlayerModels, sizeof( uis.pmi[0] ), pmicmpfnc );
@@ -226,15 +227,15 @@ void PlayerModel_Free( void ) {
for( i = 0, pmi = uis.pmi; i < uis.numPlayerModels; i++, pmi++ ) {
if( pmi->skindisplaynames ) {
for( j = 0; j < pmi->nskins; j++ ) {
- com.Free( pmi->skindisplaynames[j] );
+ Z_Free( pmi->skindisplaynames[j] );
}
- com.Free( pmi->skindisplaynames );
+ Z_Free( pmi->skindisplaynames );
}
if( pmi->weaponNames ) {
for( j = 0; j < pmi->numWeapons; j++ ) {
- com.Free( pmi->weaponNames[j] );
+ Z_Free( pmi->weaponNames[j] );
}
- com.Free( pmi->weaponNames );
+ Z_Free( pmi->weaponNames );
}
memset( pmi, 0, sizeof( *pmi ) );
}