Add an extra workaround as part of dpcompat_makeshitup 2 (to handle shaders that are not terminated properly).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6079 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-10-12 04:41:41 +00:00
parent 00cd084bb8
commit 06a8133048
2 changed files with 14 additions and 11 deletions

View File

@ -598,7 +598,7 @@ static void QCBUILTIN PF_cs_remove (pubprogfuncs_t *prinst, struct globalvars_s
if (!ed->entnum)
{
Con_Printf("Unable to remove the world. Try godmode.\n");
Con_Printf("Unable to remove the world.\n");
PR_StackTrace (prinst, false);
return;
}

View File

@ -4340,7 +4340,10 @@ static const char *Shader_Skip(const char *file, const char *shadername, const c
if (tok[0] == '{')
{
brace_count++;
if (r_forceprogramify.ival > 1 && brace_count == 2)
Con_Printf(CON_WARNING"%s: excess indentation depth while parsing shader \"%s\" (%s==%i)\n", file, shadername, r_forceprogramify.name, r_forceprogramify.ival);
else
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
@ -4350,7 +4353,7 @@ static const char *Shader_Skip(const char *file, const char *shadername, const c
return ptr;
}
void Shader_Reset(shader_t *s)
static void Shader_Reset(shader_t *s)
{
extern cvar_t r_refractreflect_scale;
char name[MAX_QPATH];
@ -4438,7 +4441,7 @@ void Shader_Shutdown (void)
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
static void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
{
qboolean lightmapoverbright;
if (pass->texgen == T_GEN_DELUXMAP)
@ -4493,7 +4496,7 @@ void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
pass->blendmode = lightmapoverbright?PBM_OVERBRIGHT:PBM_MODULATE;
}
void Shader_FixupProgPasses(parsestate_t *ps, shaderpass_t *pass)
static void Shader_FixupProgPasses(parsestate_t *ps, shaderpass_t *pass)
{
shader_t *shader = ps->s;
int i;
@ -4691,7 +4694,7 @@ static qboolean Shader_Conditional_Read(parsestate_t *ps, struct scondinfo_s *co
return true;
}
void Shader_Readpass (parsestate_t *ps)
static void Shader_Readpass (parsestate_t *ps)
{
shader_t *shader = ps->s;
const char *token;
@ -4907,7 +4910,7 @@ static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, const char
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
static void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
@ -4996,7 +4999,7 @@ void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
*/
}
const char *Shader_AlphaMaskProgArgs(shader_t *s)
static const char *Shader_AlphaMaskProgArgs(shader_t *s)
{
if (s->numpasses)
{
@ -5018,7 +5021,7 @@ const char *Shader_AlphaMaskProgArgs(shader_t *s)
return "";
}
void Shader_Programify (parsestate_t *ps)
static void Shader_Programify (parsestate_t *ps)
{
shader_t *s = ps->s;
unsigned int reflectrefract = 0;
@ -5198,7 +5201,7 @@ void Shader_Programify (parsestate_t *ps)
}
}
void Shader_Finish (parsestate_t *ps)
static void Shader_Finish (parsestate_t *ps)
{
shader_t *s = ps->s;
int i;
@ -5798,7 +5801,7 @@ done:;
}
}
/*
void Shader_UpdateRegistration (void)
static void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;