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cl_game: get rid of int* to float* conversion
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@ -1583,12 +1583,14 @@ CL_FillRGBA
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*/
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void CL_FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
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{
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float _x = x, _y = y, _w = w, _h = h;
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r = bound( 0, r, 255 );
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g = bound( 0, g, 255 );
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b = bound( 0, b, 255 );
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a = bound( 0, a, 255 );
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SPR_AdjustSize( (float *)&x, (float *)&y, (float *)&w, (float *)&h );
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SPR_AdjustSize( &_x, &_y, &_w, &_h );
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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@ -1597,10 +1599,10 @@ void CL_FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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pglBegin( GL_QUADS );
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pglVertex2f( x, y );
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pglVertex2f( x + w, y );
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pglVertex2f( x + w, y + h );
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pglVertex2f( x, y + h );
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pglVertex2f( _x, _y );
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pglVertex2f( _x + _w, _y );
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pglVertex2f( _x + _w, _y + _h );
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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@ -2968,12 +2970,14 @@ pfnFillRGBABlend
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*/
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void GAME_EXPORT CL_FillRGBABlend( int x, int y, int w, int h, int r, int g, int b, int a )
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{
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float _x = x, _y = y, _w = w, _h = h;
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r = bound( 0, r, 255 );
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g = bound( 0, g, 255 );
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b = bound( 0, b, 255 );
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a = bound( 0, a, 255 );
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SPR_AdjustSize( (float *)&x, (float *)&y, (float *)&w, (float *)&h );
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SPR_AdjustSize( &_x, &_y, &_w, &_h );
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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@ -2982,10 +2986,10 @@ void GAME_EXPORT CL_FillRGBABlend( int x, int y, int w, int h, int r, int g, int
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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pglBegin( GL_QUADS );
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pglVertex2f( x, y );
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pglVertex2f( x + w, y );
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pglVertex2f( x + w, y + h );
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pglVertex2f( x, y + h );
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pglVertex2f( _x, _y );
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pglVertex2f( _x + _w, _y );
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pglVertex2f( _x + _w, _y + _h );
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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