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-rw-r--r--mp/src/utils/vbsp/boundbox.cpp4
-rw-r--r--mp/src/utils/vbsp/map.cpp2
-rw-r--r--mp/src/utils/vbsp/notes.txt130
3 files changed, 68 insertions, 68 deletions
diff --git a/mp/src/utils/vbsp/boundbox.cpp b/mp/src/utils/vbsp/boundbox.cpp
index ecb8dfa0..a62e9e2f 100644
--- a/mp/src/utils/vbsp/boundbox.cpp
+++ b/mp/src/utils/vbsp/boundbox.cpp
@@ -14,7 +14,7 @@
#include "tier0/memdbgon.h"
-float rint(float f)
+float V_rint(float f)
{
if (f > 0.0f) {
return (float) floor(f + 0.5f);
@@ -223,7 +223,7 @@ void BoundBox::GetBoundsSize(Vector& size)
//-----------------------------------------------------------------------------
static int Snap(/*int*/ float iValue, int iGridSize)
{
- return (int)(rint(iValue/iGridSize) * iGridSize);
+ return (int)(V_rint(iValue/iGridSize) * iGridSize);
}
diff --git a/mp/src/utils/vbsp/map.cpp b/mp/src/utils/vbsp/map.cpp
index a5456c32..2221c79f 100644
--- a/mp/src/utils/vbsp/map.cpp
+++ b/mp/src/utils/vbsp/map.cpp
@@ -2003,7 +2003,7 @@ void CMapFile::CheckForInstances( const char *pszFileName )
char FDGPath[ MAX_PATH ];
if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "EXECUTABLE_PATH", FDGPath, sizeof( FDGPath ) ) )
{
- if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, "", FDGPath, sizeof( FDGPath ) ) )
+ if ( !g_pFullFileSystem->RelativePathToFullPath( GameDataFile, NULL, FDGPath, sizeof( FDGPath ) ) )
{
Msg( "Could not locate GameData file %s\n", GameDataFile );
}
diff --git a/mp/src/utils/vbsp/notes.txt b/mp/src/utils/vbsp/notes.txt
index b86b3e3f..5034c4b0 100644
--- a/mp/src/utils/vbsp/notes.txt
+++ b/mp/src/utils/vbsp/notes.txt
@@ -1,66 +1,66 @@
-// -----------------------------------------------------------------
-// JAY:
-//
-DONE: Fix tools for HL2/TF2 coordinate space
-DONE: Load textures from Half-Life .WADs
-DONE: Write out Q2 texture format (not miptex)
-DONE: Write test map viewer
-DONE: Test detail brushes
-DONE: view portals to test
-NOT DOING:Write out HL style collision trees
-DONE: new engine loader
-DONE: new vis in HL2 engine - looks simple now
-DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
-DONE: Integrate Ken's qrad code into qrad3
-DONE: add area portal visibility to HL2 engine
-DONE: write area portal entities for HL2/TF2
-DONE: test area portal code
-Split clusters for outdoor vis
-
-// -----------------------------------------------------------------
-
-QBSP3 Chop is based on recursive subdivision.
- - Force natural alignment of some sort to eliminate slivers where brushes meet ?
-
-
-Use Q2 style ladder indicator? yes
-Use Q2 style friction indicator? probably or not if physics based
-
-
-// -----------------------------------------------------------------
-// CHARLIE:
-//
-
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
- the prototype is done, the checked in .exe does not have displacement map functionality
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
-DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
-DONE: add displacement map structure
-DONE: add displacement face structure
-DONE: change face/side structures to accept displacement texinfo and displacement face indices
-DONE: change .map loader to parse displacment map info
-DONE: don't allow merge or subdivision of displacement faces
-DONE: when splitting brushes, the new generated side get initialized to -1
-DONE: add find displacement face functionality, then create it if not found
-DONE: add find displacement map functionality, then create it if not found
-DONE: initialize the displacement data before loading the .map file
-initialize the face data with dispface and dispmap = -1, is this necessary????
-DONE: copy from bsp tool face to bsp file face -- the displacement info
-DONE: add/copy lumps
-DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
-DONE: write .bsp data out
-DONE: add displacement data to .bsp statistics -- print file
-
-Test maps:
-DONE: map where disp face gets split by block node
-DONE: map where disp face attempts merge/split
-DONE: map with texture disp face
-DONE: map with lots of disp faces
-DONE: map with multiple disp faces referencing one map
-DONE: map with multiple disp faces on one brush
-DONE: map with multiple disp faces on one brush referencing one map
-DONE: map with funky texture split encased on one portal
-
+// -----------------------------------------------------------------
+// JAY:
+//
+DONE: Fix tools for HL2/TF2 coordinate space
+DONE: Load textures from Half-Life .WADs
+DONE: Write out Q2 texture format (not miptex)
+DONE: Write test map viewer
+DONE: Test detail brushes
+DONE: view portals to test
+NOT DOING:Write out HL style collision trees
+DONE: new engine loader
+DONE: new vis in HL2 engine - looks simple now
+DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
+DONE: Integrate Ken's qrad code into qrad3
+DONE: add area portal visibility to HL2 engine
+DONE: write area portal entities for HL2/TF2
+DONE: test area portal code
+Split clusters for outdoor vis
+
+// -----------------------------------------------------------------
+
+QBSP3 Chop is based on recursive subdivision.
+ - Force natural alignment of some sort to eliminate slivers where brushes meet ?
+
+
+Use Q2 style ladder indicator? yes
+Use Q2 style friction indicator? probably or not if physics based
+
+
+// -----------------------------------------------------------------
+// CHARLIE:
+//
+
+!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
+ the prototype is done, the checked in .exe does not have displacement map functionality
+!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+
+DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
+DONE: add displacement map structure
+DONE: add displacement face structure
+DONE: change face/side structures to accept displacement texinfo and displacement face indices
+DONE: change .map loader to parse displacment map info
+DONE: don't allow merge or subdivision of displacement faces
+DONE: when splitting brushes, the new generated side get initialized to -1
+DONE: add find displacement face functionality, then create it if not found
+DONE: add find displacement map functionality, then create it if not found
+DONE: initialize the displacement data before loading the .map file
+initialize the face data with dispface and dispmap = -1, is this necessary????
+DONE: copy from bsp tool face to bsp file face -- the displacement info
+DONE: add/copy lumps
+DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
+DONE: write .bsp data out
+DONE: add displacement data to .bsp statistics -- print file
+
+Test maps:
+DONE: map where disp face gets split by block node
+DONE: map where disp face attempts merge/split
+DONE: map with texture disp face
+DONE: map with lots of disp faces
+DONE: map with multiple disp faces referencing one map
+DONE: map with multiple disp faces on one brush
+DONE: map with multiple disp faces on one brush referencing one map
+DONE: map with funky texture split encased on one portal
+
//------------------------------------------------------------------ \ No newline at end of file