From: mattn Date: Mon, 25 Aug 2008 12:32:29 +0000 (+0000) Subject: * fixed missing string for error output X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f53079193bbe32dd5f088751fdd310f3c50b6682;p=xonotic%2Fnetradiant.git * fixed missing string for error output git-svn-id: https://zerowing.idsoftware.com/svn/radiant/GtkRadiant/trunk@314 8a3a26a2-13c4-0310-b231-cf6edde360e5 --- diff --git a/tools/quake3/common/aselib.c b/tools/quake3/common/aselib.c index 94491f7f..a39d0f62 100644 --- a/tools/quake3/common/aselib.c +++ b/tools/quake3/common/aselib.c @@ -124,7 +124,7 @@ static char* strlwr (char* string) if ('A' <= *cp && *cp <= 'Z') *cp += 'a' - 'A'; } - + return string; } @@ -159,7 +159,7 @@ void ASE_Load( const char *filename, qboolean verbose, qboolean grabAnims ) fclose( fp ); strcpy(gl_filename, filename); - + ASE_Process(); } @@ -217,7 +217,7 @@ polyset_t *ASE_GetSurfaceAnimation( int which, int *pNumFrames, int skipFrameSta { numFramesInAnimation = maxFrames; } - else + else { numFramesInAnimation = pObject->anim.numFrames; if ( maxFrames != -1 ) @@ -436,7 +436,7 @@ static void ASE_KeyMAP_DIFFUSE( const char *token ) // the purpose of this whole chunk of code below is to extract the relative path // from a full path in the ASE - + strcpy( bitmap, s_token + 1 ); if ( strchr( bitmap, '"' ) ) *strchr( bitmap, '"' ) = 0; @@ -659,7 +659,7 @@ static void ASE_KeyMESH_TVERTLIST( const char *token ) } else { - Error( "Unknown token '%s' while parsing MESH_TVERTLIST" ); + Error( "Unknown token '%s' while parsing MESH_TVERTLIST", token ); } } @@ -803,7 +803,7 @@ static void ASE_KeyGEOMOBJECT( const char *token ) else if ( !strcmp( token, "*MESH" ) && !ase.grabAnims ) { /* - if ( strstr( ase.objects[ase.currentObject].name, "tag_" ) == ase.objects[ase.currentObject].name ) + if ( strstr( ase.objects[ase.currentObject].name, "tag_" ) == ase.objects[ase.currentObject].name ) { s_forceStaticMesh = true; ASE_ParseBracedBlock( ASE_KeyMESH ); @@ -818,7 +818,7 @@ static void ASE_KeyGEOMOBJECT( const char *token ) ase.objects[ase.currentObject].anim.numFrames = ase.objects[ase.currentObject].anim.currentFrame; ase.objects[ase.currentObject].numAnimations++; /* - // ignore meshes that aren't part of animations if this object isn't a + // ignore meshes that aren't part of animations if this object isn't a // a tag else {