@ -250,7 +250,7 @@ static qboolean R_StudioComputeBBox( vec3_t bbox[8] )
@@ -250,7 +250,7 @@ static qboolean R_StudioComputeBBox( vec3_t bbox[8] )
return true ; // visible
}
void R_StudioComputeSkinMatrix ( mstudioboneweight_t * boneweights , matrix3x4 result )
static void R_StudioComputeSkinMatrix ( mstudioboneweight_t * boneweights , matrix3x4 result )
{
float flWeight0 , flWeight1 , flWeight2 , flWeight3 ;
int i , numbones = 0 ;
@ -385,7 +385,7 @@ pfnGetPlayerState
@@ -385,7 +385,7 @@ pfnGetPlayerState
= = = = = = = = = = = = = = =
*/
entity_state_t * R_StudioGetPlayerState ( int index )
static entity_state_t * R_StudioGetPlayerState ( int index )
{
if ( ! RI . drawWorld )
return & RI . currententity - > curstate ;
@ -516,7 +516,7 @@ StudioPlayerBlend
@@ -516,7 +516,7 @@ StudioPlayerBlend
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioPlayerBlend ( mstudioseqdesc_t * pseqdesc , int * pBlend , float * pPitch )
static void R_StudioPlayerBlend ( mstudioseqdesc_t * pseqdesc , int * pBlend , float * pPitch )
{
// calc up/down pointing
* pBlend = ( * pPitch * 3.0f ) ;
@ -577,7 +577,7 @@ StudioSetUpTransform
@@ -577,7 +577,7 @@ StudioSetUpTransform
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioSetUpTransform ( cl_entity_t * e )
static void R_StudioSetUpTransform ( cl_entity_t * e )
{
vec3_t origin , angles ;
@ -649,7 +649,7 @@ StudioEstimateInterpolant
@@ -649,7 +649,7 @@ StudioEstimateInterpolant
= = = = = = = = = = = = = = = = = = = =
*/
float R_StudioEstimateInterpolant ( cl_entity_t * e )
static float R_StudioEstimateInterpolant ( cl_entity_t * e )
{
float dadt = 1.0f ;
@ -668,7 +668,7 @@ StudioFxTransform
@@ -668,7 +668,7 @@ StudioFxTransform
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioFxTransform ( cl_entity_t * ent , matrix3x4 transform )
static void R_StudioFxTransform ( cl_entity_t * ent , matrix3x4 transform )
{
switch ( ent - > curstate . renderfx )
{
@ -712,7 +712,7 @@ StudioCalcBoneAdj
@@ -712,7 +712,7 @@ StudioCalcBoneAdj
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioCalcBoneAdj ( float dadt , float * adj , const byte * pcontroller1 , const byte * pcontroller2 , byte mouthopen )
static void R_StudioCalcBoneAdj ( float dadt , float * adj , const byte * pcontroller1 , const byte * pcontroller2 , byte mouthopen )
{
mstudiobonecontroller_t * pbonecontroller ;
float value = 0.0f ;
@ -777,7 +777,7 @@ StudioCalcRotations
@@ -777,7 +777,7 @@ StudioCalcRotations
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioCalcRotations ( cl_entity_t * e , float pos [ ] [ 3 ] , vec4_t * q , mstudioseqdesc_t * pseqdesc , mstudioanim_t * panim , float f )
static void R_StudioCalcRotations ( cl_entity_t * e , float pos [ ] [ 3 ] , vec4_t * q , mstudioseqdesc_t * pseqdesc , mstudioanim_t * panim , float f )
{
int i , frame ;
float adj [ MAXSTUDIOCONTROLLERS ] ;
@ -824,7 +824,7 @@ StudioMergeBones
@@ -824,7 +824,7 @@ StudioMergeBones
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioMergeBones ( cl_entity_t * e , model_t * m_pSubModel )
static void R_StudioMergeBones ( cl_entity_t * e , model_t * m_pSubModel )
{
int i , j ;
mstudiobone_t * pbones ;
@ -884,7 +884,7 @@ StudioSetupBones
@@ -884,7 +884,7 @@ StudioSetupBones
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioSetupBones ( cl_entity_t * e )
static void R_StudioSetupBones ( cl_entity_t * e )
{
float f ;
mstudiobone_t * pbones ;
@ -1064,7 +1064,7 @@ StudioBuildNormalTable
@@ -1064,7 +1064,7 @@ StudioBuildNormalTable
NOTE : m_pSubModel must be set
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioBuildNormalTable ( void )
static void R_StudioBuildNormalTable ( void )
{
cl_entity_t * e = RI . currententity ;
mstudiomesh_t * pmesh ;
@ -1115,7 +1115,7 @@ NOTE: m_pSubModel must be set
@@ -1115,7 +1115,7 @@ NOTE: m_pSubModel must be set
g_studio . verts must be computed
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioGenerateNormals ( void )
static void R_StudioGenerateNormals ( void )
{
int v0 , v1 , v2 ;
vec3_t e0 , e1 , norm ;
@ -1210,7 +1210,7 @@ StudioSetupChrome
@@ -1210,7 +1210,7 @@ StudioSetupChrome
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioSetupChrome ( float * pchrome , int bone , vec3_t normal )
static void R_StudioSetupChrome ( float * pchrome , int bone , vec3_t normal )
{
float n ;
@ -1318,7 +1318,7 @@ R_StudioDynamicLight
@@ -1318,7 +1318,7 @@ R_StudioDynamicLight
= = = = = = = = = = = = = = =
*/
void R_StudioDynamicLight ( cl_entity_t * ent , alight_t * plight )
static void R_StudioDynamicLight ( cl_entity_t * ent , alight_t * plight )
{
movevars_t * mv = tr . movevars ;
vec3_t lightDir , vecSrc , vecEnd ;
@ -1509,7 +1509,7 @@ pfnStudioEntityLight
@@ -1509,7 +1509,7 @@ pfnStudioEntityLight
= = = = = = = = = = = = = = =
*/
void R_StudioEntityLight ( alight_t * lightinfo )
static void R_StudioEntityLight ( alight_t * lightinfo )
{
int lnum , i , j , k ;
float minstrength , dist2 , f , r2 ;
@ -1591,7 +1591,7 @@ R_StudioSetupLighting
@@ -1591,7 +1591,7 @@ R_StudioSetupLighting
= = = = = = = = = = = = = = =
*/
void R_StudioSetupLighting ( alight_t * plight )
static void R_StudioSetupLighting ( alight_t * plight )
{
float scale = 1.0f ;
int i ;
@ -1621,7 +1621,7 @@ R_StudioLighting
@@ -1621,7 +1621,7 @@ R_StudioLighting
= = = = = = = = = = = = = = =
*/
void R_StudioLighting ( float * lv , int bone , int flags , vec3_t normal )
static void R_StudioLighting ( float * lv , int bone , int flags , vec3_t normal )
{
float illum ;
@ -1756,7 +1756,7 @@ R_LightStrength
@@ -1756,7 +1756,7 @@ R_LightStrength
= = = = = = = = = = = = = = = = = = = =
*/
void R_LightStrength ( int bone , vec3_t localpos , vec4_t light [ MAX_LOCALLIGHTS ] )
static void R_LightStrength ( int bone , vec3_t localpos , vec4_t light [ MAX_LOCALLIGHTS ] )
{
int i ;
@ -1830,7 +1830,7 @@ mstudiotexture_t * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e )
@@ -1830,7 +1830,7 @@ mstudiotexture_t * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e )
return ptexture ;
}
void R_StudioSetRenderamt ( int iRenderamt )
static void R_StudioSetRenderamt ( int iRenderamt )
{
if ( ! RI . currententity ) return ;
@ -1845,7 +1845,7 @@ R_StudioSetCullState
@@ -1845,7 +1845,7 @@ R_StudioSetCullState
sets true for enable backculling ( for left - hand viewmodel )
= = = = = = = = = = = = = = =
*/
void R_StudioSetCullState ( int iCull )
static void R_StudioSetCullState ( int iCull )
{
// This function intentionally does nothing
}
@ -1857,7 +1857,7 @@ R_StudioRenderShadow
@@ -1857,7 +1857,7 @@ R_StudioRenderShadow
just a prefab for render shadow
= = = = = = = = = = = = = = =
*/
void R_StudioRenderShadow ( int iSprite , float * p1 , float * p2 , float * p3 , float * p4 )
static void R_StudioRenderShadow ( int iSprite , float * p1 , float * p2 , float * p3 , float * p4 )
{
if ( ! p1 | | ! p2 | | ! p3 | | ! p4 )
return ;
@ -2574,7 +2574,7 @@ R_StudioGetForceFaceFlags
@@ -2574,7 +2574,7 @@ R_StudioGetForceFaceFlags
= = = = = = = = = = = = = = =
*/
int R_StudioGetForceFaceFlags ( void )
static int R_StudioGetForceFaceFlags ( void )
{
return g_nForceFaceFlags ;
}
@ -2585,7 +2585,7 @@ R_StudioSetForceFaceFlags
@@ -2585,7 +2585,7 @@ R_StudioSetForceFaceFlags
= = = = = = = = = = = = = = =
*/
void R_StudioSetForceFaceFlags ( int flags )
static void R_StudioSetForceFaceFlags ( int flags )
{
g_nForceFaceFlags = flags ;
}
@ -2596,7 +2596,7 @@ pfnStudioSetHeader
@@ -2596,7 +2596,7 @@ pfnStudioSetHeader
= = = = = = = = = = = = = = =
*/
void R_StudioSetHeader ( studiohdr_t * pheader )
static void R_StudioSetHeader ( studiohdr_t * pheader )
{
m_pStudioHeader = pheader ;
m_fDoRemap = false ;
@ -2608,7 +2608,7 @@ R_StudioSetRenderModel
@@ -2608,7 +2608,7 @@ R_StudioSetRenderModel
= = = = = = = = = = = = = = =
*/
void R_StudioSetRenderModel ( model_t * model )
static void R_StudioSetRenderModel ( model_t * model )
{
RI . currentmodel = model ;
}
@ -2664,7 +2664,7 @@ R_StudioSetChromeOrigin
@@ -2664,7 +2664,7 @@ R_StudioSetChromeOrigin
= = = = = = = = = = = = = = =
*/
void R_StudioSetChromeOrigin ( void )
static void R_StudioSetChromeOrigin ( void )
{
VectorCopy ( RI . vieworg , g_studio . chrome_origin ) ;
}
@ -2752,7 +2752,7 @@ GL_StudioSetRenderMode
@@ -2752,7 +2752,7 @@ GL_StudioSetRenderMode
set rendermode for studiomodel
= = = = = = = = = = = = = = =
*/
void GL_StudioSetRenderMode ( int rendermode )
static void GL_StudioSetRenderMode ( int rendermode )
{
GL_SetRenderMode ( rendermode ) ;
#if 0
@ -2824,7 +2824,7 @@ StudioRenderFinal
@@ -2824,7 +2824,7 @@ StudioRenderFinal
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioRenderFinal ( void )
static void R_StudioRenderFinal ( void )
{
int i , rendermode ;
@ -2911,7 +2911,7 @@ StudioRenderModel
@@ -2911,7 +2911,7 @@ StudioRenderModel
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioRenderModel ( void )
static void R_StudioRenderModel ( void )
{
R_StudioSetChromeOrigin ( ) ;
R_StudioSetForceFaceFlags ( 0 ) ;
@ -2940,7 +2940,7 @@ StudioEstimateGait
@@ -2940,7 +2940,7 @@ StudioEstimateGait
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioEstimateGait ( entity_state_t * pplayer )
static void R_StudioEstimateGait ( entity_state_t * pplayer )
{
vec3_t est_velocity ;
float dt ;
@ -2996,7 +2996,7 @@ StudioProcessGait
@@ -2996,7 +2996,7 @@ StudioProcessGait
= = = = = = = = = = = = = = = = = = = =
*/
void R_StudioProcessGait ( entity_state_t * pplayer )
static void R_StudioProcessGait ( entity_state_t * pplayer )
{
mstudioseqdesc_t * pseqdesc ;
int iBlend ;