mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-27 23:34:29 +00:00
ref: gl: cleanup unused functions
This commit is contained in:
parent
550ced9c36
commit
79624fa400
@ -116,18 +116,6 @@ void GL_BackendEndFrame( void )
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memset( &r_stats, 0, sizeof( r_stats ));
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memset( &r_stats, 0, sizeof( r_stats ));
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}
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}
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/*
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=================
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GL_LoadTexMatrix
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=================
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*/
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void GL_LoadTexMatrix( const matrix4x4 m )
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{
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pglMatrixMode( GL_TEXTURE );
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GL_LoadMatrix( m );
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glState.texIdentityMatrix[glState.activeTMU] = false;
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}
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/*
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/*
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=================
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=================
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GL_LoadTexMatrixExt
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GL_LoadTexMatrixExt
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@ -1931,23 +1931,6 @@ void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
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gEngfuncs.FS_FreeImage( pic );
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gEngfuncs.FS_FreeImage( pic );
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}
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}
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/*
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================
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GL_TexMemory
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return size of all uploaded textures
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================
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*/
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int GL_TexMemory( void )
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{
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int i, total = 0;
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for( i = 0; i < gl_numTextures; i++ )
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total += gl_textures[i].size;
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return total;
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}
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/*
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/*
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==============================================================================
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==============================================================================
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@ -294,7 +294,6 @@ void GL_CleanUpTextureUnits( int last );
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void GL_Bind( GLint tmu, GLenum texnum );
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void GL_Bind( GLint tmu, GLenum texnum );
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t );
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void GL_SetTexCoordArrayMode( GLenum mode );
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void GL_SetTexCoordArrayMode( GLenum mode );
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void GL_LoadTexMatrix( const matrix4x4 m );
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void GL_LoadTexMatrixExt( const float *glmatrix );
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void GL_LoadTexMatrixExt( const float *glmatrix );
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void GL_LoadMatrix( const matrix4x4 source );
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void GL_LoadMatrix( const matrix4x4 source );
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void GL_TexGen( GLenum coord, GLenum mode );
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void GL_TexGen( GLenum coord, GLenum mode );
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@ -319,7 +318,6 @@ qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly );
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//
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//
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax );
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs );
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qboolean R_CullSphere( const vec3_t centre, const float radius );
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags );
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//
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//
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@ -368,7 +366,6 @@ void R_InitDlightTexture( void );
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void R_TextureList_f( void );
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void R_TextureList_f( void );
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void R_InitImages( void );
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void R_InitImages( void );
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void R_ShutdownImages( void );
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void R_ShutdownImages( void );
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int GL_TexMemory( void );
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//
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//
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// gl_rlight.c
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// gl_rlight.c
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@ -381,7 +378,6 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
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int R_CountSurfaceDlights( msurface_t *surf );
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int R_CountSurfaceDlights( msurface_t *surf );
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colorVec R_LightPoint( const vec3_t p0 );
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colorVec R_LightPoint( const vec3_t p0 );
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int R_CountDlights( void );
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//
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//
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// gl_rmain.c
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// gl_rmain.c
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@ -407,16 +403,9 @@ int CL_FxBlend( cl_entity_t *e );
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// gl_rmath.c
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// gl_rmath.c
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//
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//
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_ConcatScale( matrix4x4 out, float x );
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_CreateScale( matrix4x4 out, float x );
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
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void Matrix4x4_CreateModelview( matrix4x4 out );
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void Matrix4x4_CreateModelview( matrix4x4 out );
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@ -467,9 +456,7 @@ void R_DrawSpriteModel( cl_entity_t *e );
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// gl_studio.c
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// gl_studio.c
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//
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//
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void R_StudioInit( void );
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void R_StudioInit( void );
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void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded );
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void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
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void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
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float CL_GetSequenceDuration( cl_entity_t *ent, int sequence );
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struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
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struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
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int R_GetEntityRenderMode( cl_entity_t *ent );
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int R_GetEntityRenderMode( cl_entity_t *ent );
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void R_DrawStudioModel( cl_entity_t *e );
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void R_DrawStudioModel( cl_entity_t *e );
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@ -171,29 +171,6 @@ void R_PushDlights( void )
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}
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}
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}
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}
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/*
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=============
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R_CountDlights
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=============
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*/
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int R_CountDlights( void )
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{
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dlight_t *l;
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int i, numDlights = 0;
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for( i = 0; i < MAX_DLIGHTS; i++ )
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{
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l = gEngfuncs.GetDynamicLight( i );
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if( l->die < gpGlobals->time || !l->radius )
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continue;
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numDlights++;
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}
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return numDlights;
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}
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/*
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/*
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=============
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=============
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R_CountSurfaceDlights
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R_CountSurfaceDlights
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@ -119,26 +119,6 @@ void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
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out[15] = in[3][3];
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out[15] = in[3][3];
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}
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}
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
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{
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out[0][0] = in[0];
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out[1][0] = in[1];
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out[2][0] = in[2];
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out[3][0] = in[3];
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out[0][1] = in[4];
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out[1][1] = in[5];
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out[2][1] = in[6];
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out[3][1] = in[7];
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out[0][2] = in[8];
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out[1][2] = in[9];
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out[2][2] = in[10];
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out[3][2] = in[11];
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out[0][3] = in[12];
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out[1][3] = in[13];
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out[2][3] = in[14];
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out[3][3] = in[15];
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}
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
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{
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{
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out[0][0] = 1.0f;
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out[0][0] = 1.0f;
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@ -190,46 +170,6 @@ void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float
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out[3][3]=1.0f;
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out[3][3]=1.0f;
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}
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}
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void Matrix4x4_CreateScale( matrix4x4 out, float x )
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{
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out[0][0] = x;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = 0.0f;
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out[1][0] = 0.0f;
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out[1][1] = x;
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out[1][2] = 0.0f;
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out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = x;
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out[2][3] = 0.0f;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z )
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{
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out[0][0] = x;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = 0.0f;
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out[1][0] = 0.0f;
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out[1][1] = y;
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out[1][2] = 0.0f;
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out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = z;
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out[2][3] = 0.0f;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
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{
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{
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matrix4x4 base, temp;
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matrix4x4 base, temp;
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@ -247,21 +187,3 @@ void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float
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Matrix4x4_CreateRotate( temp, angle, x, y, z );
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Matrix4x4_CreateRotate( temp, angle, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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Matrix4x4_Concat( out, base, temp );
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}
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}
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void Matrix4x4_ConcatScale( matrix4x4 out, float x )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateScale( temp, x );
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Matrix4x4_Concat( out, base, temp );
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}
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateScale3( temp, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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}
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@ -676,35 +676,6 @@ float R_StudioEstimateInterpolant( cl_entity_t *e )
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return dadt;
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return dadt;
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}
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}
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/*
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====================
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CL_GetSequenceDuration
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====================
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*/
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float CL_GetSequenceDuration( cl_entity_t *ent, int sequence )
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{
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studiohdr_t *pstudiohdr;
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mstudioseqdesc_t *pseqdesc;
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if( ent->model != NULL && ent->model->type == mod_studio )
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{
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pstudiohdr = (studiohdr_t *)gEngfuncs.Mod_Extradata( mod_studio, ent->model );
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if( pstudiohdr )
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{
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sequence = bound( 0, sequence, pstudiohdr->numseq - 1 );
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pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
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if( pseqdesc->numframes > 1 && pseqdesc->fps > 0 )
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return (float)pseqdesc->numframes / (float)pseqdesc->fps;
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}
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}
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return 0.1f;
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}
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/*
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/*
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====================
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====================
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StudioFxTransform
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StudioFxTransform
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