imac:~/Desktop/ufoai/test thomasschober$ svn diff src/
Index: src/ports/macosx/vid_osx.old
===================================================================
--- src/ports/macosx/vid_osx.old (revision 7570)
+++ src/ports/macosx/vid_osx.old (working copy)
@@ -300,8 +300,8 @@
if (re.Init(0, 0) == -1) {
re.Shutdown();
- //VID_FreeReflib ();
- //return qfalse;
+ VID_FreeReflib ();
+ return qfalse;
}
/* Init IN (Mouse) */
Index: src/game/q_shared.h
===================================================================
--- src/game/q_shared.h (revision 8731)
+++ src/game/q_shared.h (working copy)
@@ -299,7 +299,8 @@
/** @brief Map boundary is +/- 4096 - to get into the positive area we
* add the possible max negative value and divide by the size of a grid unit field
*/
-#define VecToPos(v,p) (p[0]=(((int)v[0]+4096)/UNIT_SIZE), p[1]=(((int)v[1]+4096)/UNIT_SIZE), p[2]=((int)v[2]/UNIT_HEIGHT))
+/*#define VecToPos(v,p) (p[0]=(((int)v[0]+4096)/UNIT_SIZE), p[1]=(((int)v[1]+4096)/UNIT_SIZE), p[2]=((int)v[2]/UNIT_HEIGHT))*/
+#define VecToPos(v,p) (p[0]=LittleLong(((int)v[0]+4096)/UNIT_SIZE), p[1]=LittleLong(((int)v[1]+4096)/UNIT_SIZE), p[2]=LittleLong((int)v[2]/UNIT_HEIGHT))
/** @brief Pos boundary size is +/- 128 - to get into the positive area we add
* the possible max negative value and multiply with the grid unit size to get
* back the the vector coordinates - now go into the middle of the grid field
Index: src/qcommon/cmodel.c
===================================================================
--- src/qcommon/cmodel.c (revision 8731)
+++ src/qcommon/cmodel.c (working copy)
@@ -2789,7 +2789,7 @@
int Grid_Fall (struct routing_s *map, pos3_t pos)
{
int z = pos[2];
-
+ /*Com_Printf("Debug : GridFall : %i:%i:%i\n", pos[0],pos[1],pos[2]);*/
/* is z off-map? */
if (z >= HEIGHT)
return -1;
Index: src/client/cl_actor.c
===================================================================
--- src/client/cl_actor.c (revision 8731)
+++ src/client/cl_actor.c (working copy)
@@ -2790,6 +2790,7 @@
}
VecToPos(end, testPos);
+ Com_Printf("Debug : VecToPos : %i:%i:%i\n",testPos[0],testPos[1],testPos[2]);
restingLevel = Grid_Fall(&clMap, testPos);
/* hack to prevent cursor from getting stuck on the top of an invisible