// note: if freeing a fragment texture, this will not make the claimed
// space available for new textures unless all other fragments in the
// image are also freed
- image = glt->image;
- image->texturecount--;
- if (image->texturecount < 1)
+ if (glt->image)
{
- for (gltimagepointer = &glt->pool->imagechain;*gltimagepointer && *gltimagepointer != image;gltimagepointer = &(*gltimagepointer)->imagechain);
- if (*gltimagepointer == image)
- *gltimagepointer = image->imagechain;
- else
- Host_Error("R_FreeTexture: image not linked in pool\n");
- if (image->texnum)
- qglDeleteTextures(1, &image->texnum);
- if (image->blockallocation)
- Mem_Free(image->blockallocation);
- Mem_Free(image);
+ image = glt->image;
+ image->texturecount--;
+ if (image->texturecount < 1)
+ {
+ for (gltimagepointer = &glt->pool->imagechain;*gltimagepointer && *gltimagepointer != image;gltimagepointer = &(*gltimagepointer)->imagechain);
+ if (*gltimagepointer == image)
+ *gltimagepointer = image->imagechain;
+ else
+ Host_Error("R_FreeTexture: image not linked in pool\n");
+ if (image->texnum)
+ qglDeleteTextures(1, &image->texnum);
+ if (image->blockallocation)
+ Mem_Free(image->blockallocation);
+ Mem_Free(image);
+ }
}
if (glt->identifier)
if (cls.state == ca_dedicated)
{
if (!sv.active && !sv_spawnmap[0])
- Cbuf_AddText ("map start\n");
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ Cbuf_AddText ("map bb1\n");
+ else
+ Cbuf_AddText ("map start\n");
+ }
return;
}