*water*)
noLightmap=true
isLiquid=true
- shaderHead="$shaderHead surfaceparm trans\n surfaceparm water\n qer_trans 20\n"
+ shaderHead="$shaderHead surfaceparm trans$LF surfaceparm water$LF qer_trans 20$LF"
;;
*slime*)
noLightmap=true
isLiquid=true
- shaderHead="$shaderHead surfaceparm trans\n surfaceparm slime\n qer_trans 20\n"
+ shaderHead="$shaderHead surfaceparm trans$LF surfaceparm slime$LF qer_trans 20$LF"
;;
*lava*)
noLightmap=true
isLiquid=true
- shaderHead="$shaderHead surfaceparm trans\n surfaceparm lava\n qer_trans 20\n"
+ shaderHead="$shaderHead surfaceparm trans$LF surfaceparm lava$LF qer_trans 20$LF"
;;
*glass*)
noLightmap=true
- shaderHead="$shaderHead surfaceparm trans\n"
- diffuseExtra="$diffuseExtra blendfunc add\n"
+ shaderHead="$shaderHead surfaceparm trans$LF"
+ diffuseExtra="$diffuseExtra blendfunc add$LF"
;;
*metal*)
bounceScale=`echo "$bounceScale + 0.25" | bc -l`
- shaderHead="$shaderHead surfaceparm metalsteps\n"
+ shaderHead="$shaderHead surfaceparm metalsteps$LF"
;;
esac
case "$F" in
*grate*)
bounceScale=`echo "$bounceScale + 0.25" | bc -l`
- shaderHead="$shaderHead surfaceparm trans\n"
- diffuseExtra="$diffuseExtra blendfunc blend\n"
+ shaderHead="$shaderHead surfaceparm trans$LF"
+ diffuseExtra="$diffuseExtra blendfunc blend$LF"
;;
esac
case "$F" in
*dirt*|*terrain*|*old*)
bounceScale=`echo "$bounceScale - 0.25" | bc -l`
- shaderHead="$shaderHead surfaceparm dust\n"
+ shaderHead="$shaderHead surfaceparm dust$LF"
;;
esac
fi
if ! $noLightmap; then
- shaderTail=" {\n map \$lightmap\n rgbGen identity\n tcGen lightmap\n blendfunc filter\n }"
+ shaderTail=" {$LF map \$lightmap$LF rgbGen identity$LF tcGen lightmap$LF blendfunc filter$LF }"
fi
case "$bounceScale" in
1|1.0|1.00)
;;
*)
- shaderHead="$shaderHead q3map_bouncescale $bounceScale\n"
+ shaderHead="$shaderHead q3map_bouncescale $bounceScale$LF"
;;
esac