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https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 01:47:45 +01:00
Rework initialization.
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parent
acd54c6edf
commit
7c17f6e042
@ -688,11 +688,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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int buttonsChanged;
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CBasePlayerWeapon *pWeapon = NULL;
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CBasePlayerWeapon *pCurrent;
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weapon_data_t nulldata, *pfrom, *pto;
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weapon_data_t nulldata = {0}, *pfrom, *pto;
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static int lasthealth;
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memset( &nulldata, 0, sizeof(nulldata) );
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HUD_InitClientWeapons();
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// Get current clock
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@ -914,8 +914,7 @@ void CHudServers::RequestBroadcastList( int clearpending )
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m_nDone = 0;
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m_dStarted = m_fElapsed;
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netadr_t adr;
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memset( &adr, 0, sizeof(adr) );
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netadr_t adr = {0};
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if( clearpending )
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{
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@ -73,8 +73,7 @@ void CHudStatusBar::Reset( void )
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void CHudStatusBar::ParseStatusString( int line_num )
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{
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// localise string first
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char szBuffer[MAX_STATUSTEXT_LENGTH];
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memset( szBuffer, 0, sizeof szBuffer );
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char szBuffer[MAX_STATUSTEXT_LENGTH] = {0};
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gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH );
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// parse m_szStatusText & m_iStatusValues into m_szStatusBar
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@ -1489,8 +1489,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev );
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CBasePlayerWeapon *gun;
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ItemInfo II;
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memset( info, 0, 32 * sizeof(weapon_data_t) );
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if( !pl )
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@ -1509,8 +1507,8 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
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gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
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if( gun && gun->UseDecrement() )
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{
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ItemInfo II = {0};
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// Get The ID.
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memset( &II, 0, sizeof(II) );
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gun->GetItemInfo( &II );
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if( II.iId >= 0 && II.iId < 32 )
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@ -1610,8 +1608,7 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client
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gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr();
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if( gun && gun->UseDecrement() )
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{
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ItemInfo II;
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memset( &II, 0, sizeof(II) );
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ItemInfo II = {0};
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gun->GetItemInfo( &II );
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cd->m_iId = II.iId;
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@ -1319,7 +1319,6 @@ Parses mapcycle.txt file into mapcycle_t structure
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*/
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int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
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{
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char szBuffer[MAX_RULE_BUFFER];
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char szMap[32];
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int length;
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char *pFileList;
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@ -1332,8 +1331,8 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
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// the first map name in the file becomes the default
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while( 1 )
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{
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char szBuffer[MAX_RULE_BUFFER] = {0};
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hasbuffer = 0;
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memset( szBuffer, 0, MAX_RULE_BUFFER );
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pFileList = COM_Parse( pFileList );
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if( strlen( com_token ) <= 0 )
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@ -660,12 +660,11 @@ void CBasePlayer::PackDeadPlayerItems( void )
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int iWeaponRules;
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int iAmmoRules;
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int i;
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CBasePlayerWeapon *rgpPackWeapons[20];// 20 hardcoded for now. How to determine exactly how many weapons we have?
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CBasePlayerWeapon *rgpPackWeapons[20] = {0};// 20 hardcoded for now. How to determine exactly how many weapons we have?
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int iPackAmmo[MAX_AMMO_SLOTS + 1];
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int iPW = 0;// index into packweapons array
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int iPA = 0;// index into packammo array
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memset( rgpPackWeapons, NULL, sizeof(rgpPackWeapons) );
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memset( iPackAmmo, -1, sizeof(iPackAmmo) );
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// get the game rules
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@ -1624,11 +1623,10 @@ void CBasePlayer::InitStatusBar()
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void CBasePlayer::UpdateStatusBar()
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{
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int newSBarState[SBAR_END];
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int newSBarState[SBAR_END] = {0};
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char sbuf0[SBAR_STRING_SIZE];
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char sbuf1[ SBAR_STRING_SIZE ];
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memset( newSBarState, 0, sizeof(newSBarState) );
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strcpy( sbuf0, m_SbarString0 );
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strcpy( sbuf1, m_SbarString1 );
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@ -1261,8 +1261,6 @@ void SENTENCEG_Init()
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gcallsentences = 0;
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memset( rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG) );
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memset( buffer, 0, 512 );
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memset( szgroup, 0, 64 );
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isentencegs = -1;
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int filePos = 0, fileSize;
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@ -1270,6 +1268,7 @@ void SENTENCEG_Init()
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if( !pMemFile )
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return;
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memset( buffer, 0, 512 );
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// for each line in the file...
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while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL )
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{
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@ -1322,6 +1321,7 @@ void SENTENCEG_Init()
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buffer[j + 1] = 0;
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memset( szgroup, 0, 64 );
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// if new name doesn't match previous group name,
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// make a new group.
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if( strcmp( szgroup, &( buffer[i] ) ) )
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@ -1527,12 +1527,12 @@ void TEXTURETYPE_Init()
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memset( grgchTextureType, 0, CTEXTURESMAX );
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gcTextures = 0;
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memset( buffer, 0, 512 );
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pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/materials.txt", &fileSize );
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if( !pMemFile )
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return;
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memset( buffer, 0, 512 );
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// for each line in the file...
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while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL && ( gcTextures < CTEXTURESMAX) )
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{
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@ -99,9 +99,8 @@ void UpdateStats( CBasePlayer *pPlayer )
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CBasePlayerItem *p = pPlayer->m_rgpPlayerItems[i];
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while( p )
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{
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ItemInfo II;
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ItemInfo II = {0};
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memset( &II, 0, sizeof(II) );
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p->GetItemInfo( &II );
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int index = pPlayer->GetAmmoIndex( II.pszAmmo1 );
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@ -518,11 +518,9 @@ const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void )
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{
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int i;
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int minPlayers = MAX_TEAMS;
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int teamCount[MAX_TEAMS];
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int teamCount[MAX_TEAMS] = {0};
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char *pTeamName = NULL;
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memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
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// loop through all clients, count number of players on each team
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for( i = 1; i <= gpGlobals->maxClients; i++ )
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{
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@ -263,9 +263,8 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname )
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if( pEntity )
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{
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ItemInfo II;
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ItemInfo II = {0};
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pEntity->Precache();
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memset( &II, 0, sizeof II );
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if( ( (CBasePlayerItem*)pEntity )->GetItemInfo( &II ) )
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{
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CBasePlayerItem::ItemInfoArray[II.iId] = II;
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@ -279,8 +278,6 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname )
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{
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AddAmmoNameToAmmoRegistry( II.pszAmmo2 );
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}
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memset( &II, 0, sizeof II );
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}
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}
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@ -192,7 +192,7 @@ void PM_InitTextureTypes()
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char buffer[512];
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int i, j;
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byte *pMemFile;
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int fileSize, filePos = 0;
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int fileSize, filePos;
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static qboolean bTextureTypeInit = false;
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if( bTextureTypeInit )
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@ -202,13 +202,13 @@ void PM_InitTextureTypes()
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memset( grgchTextureType, 0, CTEXTURESMAX );
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gcTextures = 0;
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memset( buffer, 0, 512 );
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fileSize = pmove->COM_FileSize( "sound/materials.txt" );
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pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, NULL );
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if( !pMemFile )
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return;
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memset( buffer, 0, 512 );
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filePos = 0;
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// for each line in the file...
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while( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX ) )
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