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https://github.com/YGGverse/xash3d-fwgs.git
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ref: fix compiling errors
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parent
199ebfed48
commit
971f9b6de5
@ -3803,7 +3803,7 @@ static cl_enginefunc_t gEngfuncs =
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Platform_GetMousePos,
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pfnIsNoClipping,
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CL_GetLocalPlayer,
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pfnGetViewModel,
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CL_GetViewModel,
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CL_GetEntityByIndex,
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pfnGetClientTime,
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pfnCalcShake,
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@ -816,7 +816,7 @@ static pmtrace_t pfnPlayerTrace( float *start, float *end, int traceFlags, int i
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return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
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}
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static pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
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pmtrace_t *PM_TraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
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{
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static pmtrace_t tr;
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int old_usehull;
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@ -948,17 +948,6 @@ static pmtrace_t *pfnTraceLineEx( float *start, float *end, int flags, int usehu
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return &tr;
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}
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static struct msurface_s *pfnTraceSurface( int ground, float *vstart, float *vend )
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{
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physent_t *pe;
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if( ground < 0 || ground >= clgame.pmove->numphysent )
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return NULL; // bad ground
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pe = &clgame.pmove->physents[ground];
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return PM_TraceSurface( pe, vstart, vend );
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}
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/*
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===============
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CL_InitClientMove
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@ -1000,7 +989,7 @@ void CL_InitClientMove( void )
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clgame.pmove->PM_TruePointContents = pfnTruePointContents;
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clgame.pmove->PM_HullPointContents = pfnHullPointContents;
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clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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clgame.pmove->PM_TraceLine = pfnTraceLine;
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clgame.pmove->PM_TraceLine = PM_TraceLine;
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clgame.pmove->RandomLong = COM_RandomLong;
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clgame.pmove->RandomFloat = COM_RandomFloat;
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clgame.pmove->PM_GetModelType = pfnGetModelType;
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@ -104,7 +104,7 @@ static void pfnSetEfragsFreeList( efrag_t *list )
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clgame.free_efrags = list;
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}
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static model_t *pfnGetDefaultSprite( ref_defaultsprite_e spr )
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static model_t *pfnGetDefaultSprite( enum ref_defaultsprite_e spr )
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{
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switch( spr )
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{
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@ -148,9 +148,9 @@ static void pfnGetPredictedOrigin( vec3_t v )
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VectorCopy( cl.simorg, v );
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}
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static byte *pfnCL_GetPaletteColor(int color) // clgame.palette[color]
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static color24 *pfnCL_GetPaletteColor(int color) // clgame.palette[color]
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{
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return clgame.palette[color];
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return &clgame.palette[color];
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}
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static void pfnCL_GetScreenInfo( int *width, int *height ) // clgame.scrInfo, ptrs may be NULL
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@ -28,9 +28,9 @@ R_SpeedsMessage
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*/
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qboolean R_SpeedsMessage( char *out, size_t size )
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{
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if( gEngfuncs.drawFuncs.R_SpeedsMessage != NULL )
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if( gEngfuncs.drawFuncs->R_SpeedsMessage != NULL )
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{
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if( gEngfuncs.drawFuncs.R_SpeedsMessage( out, size ))
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if( gEngfuncs.drawFuncs->R_SpeedsMessage( out, size ))
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return true;
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// otherwise pass to default handler
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}
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@ -1196,9 +1196,9 @@ int R_CreateDecalList( decallist_t *pList )
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total = DecalListAdd( pList, total );
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}
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if( gEngfuncs.drawFuncs.R_CreateStudioDecalList )
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if( gEngfuncs.drawFuncs->R_CreateStudioDecalList )
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{
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total += gEngfuncs.drawFuncs.R_CreateStudioDecalList( pList, total );
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total += gEngfuncs.drawFuncs->R_CreateStudioDecalList( pList, total );
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}
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}
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@ -1280,8 +1280,8 @@ void R_ClearAllDecals( void )
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R_DecalUnlink( pdecal );
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}
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if( gEngfuncs.drawFuncs.R_ClearStudioDecals )
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if( gEngfuncs.drawFuncs->R_ClearStudioDecals )
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{
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gEngfuncs.drawFuncs.R_ClearStudioDecals();
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gEngfuncs.drawFuncs->R_ClearStudioDecals();
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}
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}
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@ -2117,7 +2117,7 @@ void R_TextureList_f( void )
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if( image->flags & TF_NORMALMAP )
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gEngfuncs.Con_Printf( "normal " );
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else Con_Printf( "diffuse " );
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else gEngfuncs.Con_Printf( "diffuse " );
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switch( image->encode )
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{
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@ -2148,7 +2148,7 @@ void R_TextureList_f( void )
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gEngfuncs.Con_Printf( "clamp " );
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else if( image->flags & TF_BORDER )
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gEngfuncs.Con_Printf( "border " );
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else Con_Printf( "repeat " );
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else gEngfuncs.Con_Printf( "repeat " );
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gEngfuncs.Con_Printf( " %d ", image->depth );
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gEngfuncs.Con_Printf( " %s\n", image->name );
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}
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@ -1106,11 +1106,11 @@ int R_RenderFrame( const ref_viewpass_t *rvp )
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}
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// completely override rendering
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if( gEngfuncs.drawFuncs.GL_RenderFrame != NULL )
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if( gEngfuncs.drawFuncs->GL_RenderFrame != NULL )
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{
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tr.fCustomRendering = true;
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if( gEngfuncs.drawFuncs.GL_RenderFrame( rvp ))
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if( gEngfuncs.drawFuncs->GL_RenderFrame( rvp ))
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{
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R_GatherPlayerLight();
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tr.realframecount++;
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@ -45,16 +45,16 @@ static void R_DrawVBO( qboolean drawlightmaps, qboolean drawtextures );
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byte *Mod_GetCurrentVis( void )
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{
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if( gEngfuncs.drawFuncs.Mod_GetCurrentVis && tr.fCustomRendering )
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return gEngfuncs.drawFuncs.Mod_GetCurrentVis();
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if( gEngfuncs.drawFuncs->Mod_GetCurrentVis && tr.fCustomRendering )
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return gEngfuncs.drawFuncs->Mod_GetCurrentVis();
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return RI.visbytes;
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}
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void Mod_SetOrthoBounds( const float *mins, const float *maxs )
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{
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if( gEngfuncs.drawFuncs.GL_OrthoBounds )
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if( gEngfuncs.drawFuncs->GL_OrthoBounds )
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{
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gEngfuncs.drawFuncs.GL_OrthoBounds( mins, maxs );
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gEngfuncs.drawFuncs->GL_OrthoBounds( mins, maxs );
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}
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Vector2Average( maxs, mins, world_orthocenter );
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@ -1840,7 +1840,7 @@ void R_GenerateVBO()
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{
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// generate new array and new vbotexture node
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vbo->array = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * vbo->array_len );
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Msg( "R_GenerateVBOs: allocated array of %d verts, texture %d\n", vbo->array_len, j );
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gEngfuncs.Con_Printf( "R_GenerateVBOs: allocated array of %d verts, texture %d\n", vbo->array_len, j );
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vbo->next = Mem_Calloc( vbos.mempool, sizeof( vboarray_t ) );
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vbo = vbo->next;
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vbotex->next = Mem_Calloc( vbos.mempool, sizeof( vbotexture_t ) );
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@ -1868,7 +1868,7 @@ void R_GenerateVBO()
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// allocate last array
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vbo->array = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * vbo->array_len );
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Msg( "R_GenerateVBOs: allocated array of %d verts\n", vbo->array_len );
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gEngfuncs.Con_Printf( "R_GenerateVBOs: allocated array of %d verts\n", vbo->array_len );
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// switch to list begin
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vbo = vbos.arraylist;
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@ -3528,10 +3528,10 @@ void GL_RebuildLightmaps( void )
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}
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LM_UploadBlock( false );
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if( gEngfuncs.drawFuncs.GL_BuildLightmaps )
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if( gEngfuncs.drawFuncs->GL_BuildLightmaps )
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{
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// build lightmaps on the client-side
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gEngfuncs.drawFuncs.GL_BuildLightmaps( );
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gEngfuncs.drawFuncs->GL_BuildLightmaps( );
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}
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}
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@ -3611,10 +3611,10 @@ void GL_BuildLightmaps( void )
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LM_UploadBlock( false );
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if( gEngfuncs.drawFuncs.GL_BuildLightmaps )
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if( gEngfuncs.drawFuncs->GL_BuildLightmaps )
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{
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// build lightmaps on the client-side
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gEngfuncs.drawFuncs.GL_BuildLightmaps( );
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gEngfuncs.drawFuncs->GL_BuildLightmaps( );
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}
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// now gamma and brightness are valid
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