qhandle_t trap_R_RegisterShaderNoMip(const char *name) { qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); handle = syscall(CG_R_REGISTERSHADERNOMIP, name); if (!name || !name[0]) { Com_Printf("^1trap_R_RegisterShaderNoMip: Null or empty name\n"); } if (handle == 0) { Com_Printf("^1trap_R_RegisterShaderNoMip: Failed to load shader no mip: %s\n", name); } else { CG_DPrintf("^2trap_R_RegisterShaderNoMip: register shader no mip: %s\n", name); } DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterShaderNpMip", name); return handle; }
sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed) { sfxHandle_t snd; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); snd = syscall(CG_S_REGISTERSOUND, sample, compressed); if (!sample || !sample[0]) { Com_Printf("^1trap_S_RegisterSound: Null sample filename\n"); } if (snd == 0) { Com_Printf("^1trap_S_RegisterSound: Failed to load sound: %s\n", sample); } else { CG_DPrintf("^2trap_S_RegisterSound: register sound: %s\n", sample); } DEBUG_REGISTERPROFILE_EXEC("trap_S_RegisterSound", sample) return snd; }
qhandle_t trap_R_RegisterSkin(const char *name) { qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); handle = syscall(CG_R_REGISTERSKIN, name); if (!name || !name[0]) { Com_Printf("^1trap_R_RegisterSkin: Null or empty name\n"); } if (handle == 0) { Com_Printf("^1trap_R_RegisterSkin: Failed to load skin: %s\n", name); } else { CG_DPrintf("^2trap_R_RegisterSkin: register skin: %s\n", name); } DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterSkin", name) return handle; }
/* ============== CG_ParseEntitiesFromString Parses textual entity definitions out of an entstring and spawns gentities. ============== */ void CG_ParseEntitiesFromString( void ) { // allow calls to CG_Spawn*() cg.spawning = qtrue; cg.numSpawnVars = 0; cg.spawnEntityOffset = 0; cg.numMiscGameModels = 0; // the worldspawn is not an actual entity, but it still // has a "spawn" function to perform any global setup // needed by a level (setting configstrings or cvars, etc) if ( !CG_ParseSpawnVars() ) { CG_Error( "ParseEntities: no entities" ); } SP_worldspawn(); // parse ents while ( CG_ParseSpawnVars() ) { CG_ParseEntityFromSpawnVars(); } CG_DPrintf( "CGame loaded %d misc_gamemodels\n", cg.numMiscGameModels ); cg.spawning = qfalse; // any future calls to CG_Spawn*() will be errors }