mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-03-11 05:21:07 +00:00
ref: soft: cleanup unused functions
This commit is contained in:
parent
dc0982932b
commit
fd795d5612
@ -26,23 +26,6 @@ static void GAME_EXPORT R_ClearScreen( void )
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}
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static qboolean GAME_EXPORT IsNormalPass( void )
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{
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return RP_NORMALPASS();
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}
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static void GAME_EXPORT R_IncrementSpeedsCounter( int type )
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{
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switch( type )
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{
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case RS_ACTIVE_TENTS:
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r_stats.c_active_tents_count++;
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break;
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default:
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gEngfuncs.Host_Error( "R_IncrementSpeedsCounter: unsupported type %d\n", type );
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}
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}
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static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx )
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{
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image_t *glt = R_GetTexture( idx );
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@ -25,14 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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void R_SurfacePatch (void)
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{
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}
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void R_EdgeCodeStart (void)
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{
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}
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void R_EdgeCodeEnd (void)
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{
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}
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#endif
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@ -973,36 +965,6 @@ void D_TurbulentSurf (surf_t *s)
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}
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}
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/*
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==============
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D_SkySurf
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==============
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*/
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void D_SkySurf (surf_t *s)
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{
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pface = s->msurf;
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miplevel = 0;
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if (!pface->texinfo->texture)
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return;
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cacheblock = R_GetTexture(pface->texinfo->texture->gl_texturenum)->pixels[0];
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cachewidth = 256;
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d_zistepu = s->d_zistepu;
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d_zistepv = s->d_zistepv;
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d_ziorigin = s->d_ziorigin;
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D_CalcGradients (pface);
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D_DrawSpans16 (s->spans);
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// set up a gradient for the background surface that places it
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// effectively at infinity distance from the viewpoint
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d_zistepu = 0;
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d_zistepv = 0;
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d_ziorigin = -0.9;
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D_DrawZSpans (s->spans);
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}
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qboolean alphaspans;
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@ -174,29 +174,6 @@ void R_PushDlights( void )
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}
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}
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/*
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=============
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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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R_CountSurfaceDlights
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@ -374,7 +374,6 @@ void GL_BackendStartFrame( void );
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void GL_BackendEndFrame( void );
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void GL_CleanUpTextureUnits( int last );
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void GL_Bind( int tmu, unsigned int texnum );
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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_LoadMatrix( const matrix4x4 source );
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void GL_TexGen( unsigned int coord, unsigned int mode );
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@ -465,7 +464,6 @@ 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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int R_CountSurfaceDlights( msurface_t *surf );
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colorVec R_LightPoint( const vec3_t p0 );
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int R_CountDlights( void );
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#endif
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//
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// gl_rmain.c
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@ -488,17 +486,11 @@ void R_DrawFog( void );
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//
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// gl_rmath.c
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//
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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_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_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_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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@ -522,7 +514,6 @@ texture_t *R_TextureAnimation( msurface_t *s );
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void GL_SetupFogColorForSurfaces( void );
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void R_DrawAlphaTextureChains( void );
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void GL_RebuildLightmaps( void );
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void GL_InitRandomTable( void );
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void GL_BuildLightmaps( void );
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void GL_ResetFogColor( void );
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void R_GenerateVBO();
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@ -551,7 +542,6 @@ void R_DrawSpriteModel( cl_entity_t *e );
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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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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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int R_GetEntityRenderMode( cl_entity_t *ent );
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void R_DrawStudioModel( cl_entity_t *e );
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@ -1009,8 +999,6 @@ extern affinetridesc_t r_affinetridesc;
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void D_DrawSurfaces (void);
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void R_DrawParticle( void );
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void D_ViewChanged (void);
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void D_WarpScreen (void);
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void R_PolysetUpdateTables (void);
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//=======================================================================//
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@ -1198,6 +1186,7 @@ void R_ScanEdges (void);
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//
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// r_surf.c
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//
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void GL_InitRandomTable( void );
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void D_FlushCaches( void );
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//
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@ -1311,7 +1311,7 @@ void R_DrawBrushModel(cl_entity_t *pent)
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if (!topnode)
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return; // no part in a visible leaf
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alphaspans = true;
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alphaspans = true;
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VectorCopy (RI.currententity->origin, r_entorigin);
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VectorSubtract (RI.vieworg, r_entorigin, tr.modelorg);
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//VectorSubtract (r_origin, RI.currententity->origin, modelorg);
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@ -1971,6 +1971,7 @@ qboolean GAME_EXPORT R_Init( void )
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R_StudioInit();
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R_SpriteInit();
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R_InitTurb();
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GL_InitRandomTable();
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return true;
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}
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@ -99,46 +99,6 @@ void Matrix4x4_CreateModelview( matrix4x4 out )
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out[1][2] = 1.0f;
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}
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
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{
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out[ 0] = in[0][0];
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out[ 1] = in[1][0];
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out[ 2] = in[2][0];
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out[ 3] = in[3][0];
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out[ 4] = in[0][1];
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out[ 5] = in[1][1];
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out[ 6] = in[2][1];
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out[ 7] = in[3][1];
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out[ 8] = in[0][2];
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out[ 9] = in[1][2];
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out[10] = in[2][2];
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out[11] = in[3][2];
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out[12] = in[0][3];
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out[13] = in[1][3];
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out[14] = in[2][3];
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out[15] = in[3][3];
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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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{
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out[0][0] = 1.0f;
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@ -247,21 +207,3 @@ 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_Concat( out, base, temp );
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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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@ -157,22 +157,6 @@ void TransformVector (vec3_t in, vec3_t out)
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out[2] = DotProduct(in,RI.vforward);
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}
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/*
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================
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R_TransformPlane
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================
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*/
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void R_TransformPlane (mplane_t *p, float *normal, float *dist)
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{
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float d;
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d = DotProduct (RI.vieworg, p->normal);
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*dist = p->dist - d;
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// TODO: when we have rotating entities, this will need to use the view matrix
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TransformVector (p->normal, normal);
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}
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/*
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===============
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R_SetUpFrustumIndexes
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@ -123,28 +123,6 @@ void R_RasterizeAliasPolySmooth (void);
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void R_PolysetScanLeftEdge(int height);
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qboolean R_PolysetScanLeftEdge_C(int height);
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/*
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================
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R_PolysetUpdateTables
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================
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*/
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void R_PolysetUpdateTables (void)
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{
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int i;
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byte *s;
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if (r_affinetridesc.skinwidth != skinwidth ||
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r_affinetridesc.pskin != skinstart)
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{
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skinwidth = r_affinetridesc.skinwidth;
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skinstart = r_affinetridesc.pskin;
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s = skinstart;
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for (i=0 ; i<MAX_LBM_HEIGHT ; i++, s+=skinwidth)
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skintable[i] = s;
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}
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}
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/*
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================
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R_DrawTriangle
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@ -34,69 +34,6 @@ int alpha;
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void D_DrawTurbulent8Span (void);
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/*
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=============
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D_WarpScreen
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this performs a slight compression of the screen at the same time as
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the sine warp, to keep the edges from wrapping
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=============
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*/
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void D_WarpScreen (void)
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{
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#if 0
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int w, h;
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int u,v, u2, v2;
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byte *dest;
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int *turb;
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int *col;
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byte **row;
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static int cached_width, cached_height;
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static byte *rowptr[1200+AMP2*2];
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static int column[1600+AMP2*2];
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//
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// these are constant over resolutions, and can be saved
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//
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w = r_newrefdef.width;
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h = r_newrefdef.height;
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if (w != cached_width || h != cached_height)
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{
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cached_width = w;
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cached_height = h;
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for (v=0 ; v<h+AMP2*2 ; v++)
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{
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v2 = (int)((float)v/(h + AMP2 * 2) * r_refdef.vrect.height);
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rowptr[v] = r_warpbuffer + (WARP_WIDTH * v2);
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}
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for (u=0 ; u<w+AMP2*2 ; u++)
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{
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u2 = (int)((float)u/(w + AMP2 * 2) * r_refdef.vrect.width);
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column[u] = u2;
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}
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}
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turb = intsintable + ((int)(r_newrefdef.time*SPEED)&(CYCLE-1));
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dest = vid.buffer + r_newrefdef.y * vid.rowbytes + r_newrefdef.x;
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for (v=0 ; v<h ; v++, dest += vid.rowbytes)
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{
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col = &column[turb[v]];
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row = &rowptr[v];
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for (u=0 ; u<w ; u+=4)
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{
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dest[u+0] = row[turb[u+0]][col[u+0]];
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dest[u+1] = row[turb[u+1]][col[u+1]];
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dest[u+2] = row[turb[u+2]][col[u+2]];
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dest[u+3] = row[turb[u+3]][col[u+3]];
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}
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}
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#endif
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}
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#if !id386
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/*
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@ -667,35 +667,6 @@ float R_StudioEstimateInterpolant( cl_entity_t *e )
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return dadt;
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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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StudioFxTransform
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@ -353,7 +353,7 @@ void R_BuildLightMap (void)
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#endif
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void R_InitRandomTable( void )
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void GL_InitRandomTable( void )
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{
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int tu, tv;
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@ -1105,52 +1105,6 @@ surfcache_t *D_SCAlloc (int width, int size)
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return new;
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}
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/*
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=================
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D_SCDump
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=================
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*/
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void D_SCDump (void)
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{
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surfcache_t *test;
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for (test = sc_base ; test ; test = test->next)
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{
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if (test == sc_rover)
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gEngfuncs.Con_Printf ("ROVER:\n");
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gEngfuncs.Con_Printf ("%p : %i bytes %i width\n",test, test->size, test->width);
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}
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}
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//=============================================================================
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// if the num is not a power of 2, assume it will not repeat
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int MaskForNum (int num)
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{
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if (num==128)
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return 127;
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if (num==64)
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return 63;
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if (num==32)
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return 31;
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if (num==16)
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return 15;
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return 255;
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}
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int D_log2 (int num)
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{
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int c;
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c = 0;
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while (num>>=1)
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c++;
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return c;
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}
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//=============================================================================
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void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] );
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void R_DrawSurfaceDecals( void )
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@ -25,7 +25,6 @@ float r_avertexnormals[NUMVERTEXNORMALS][3] = {
|
||||
|
||||
|
||||
void R_AliasSetUpTransform (void);
|
||||
void R_AliasTransformVector (vec3_t in, vec3_t out, float m[3][4] );
|
||||
void R_AliasProjectAndClipTestFinalVert (finalvert_t *fv);
|
||||
|
||||
void R_AliasTransformFinalVerts( int numpoints, finalvert_t *fv, dtrivertx_t *oldv, dtrivertx_t *newv );
|
||||
@ -42,19 +41,6 @@ R_AliasCheckBBox
|
||||
#define BBOX_MUST_CLIP_Z 2
|
||||
#define BBOX_TRIVIAL_REJECT 8
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
R_AliasTransformVector
|
||||
================
|
||||
*/
|
||||
void R_AliasTransformVector(vec3_t in, vec3_t out, float xf[3][4] )
|
||||
{
|
||||
out[0] = DotProduct(in, xf[0]) + xf[0][3];
|
||||
out[1] = DotProduct(in, xf[1]) + xf[1][3];
|
||||
out[2] = DotProduct(in, xf[2]) + xf[2][3];
|
||||
}
|
||||
|
||||
void VectorInverse (vec3_t v)
|
||||
{
|
||||
v[0] = -v[0];
|
||||
@ -238,13 +224,6 @@ void R_AliasProjectAndClipTestFinalVert( finalvert_t *fv )
|
||||
fv->flags |= ALIAS_BOTTOM_CLIP;
|
||||
}
|
||||
|
||||
void R_AliasWorldToScreen( const float *v, float *out )
|
||||
{
|
||||
out[0] = DotProduct(v, aliastransform[0]) + aliastransform[0][3];
|
||||
out[1] = DotProduct(v, aliastransform[1]) + aliastransform[1][3];
|
||||
out[2] = DotProduct(v, aliastransform[2]) + aliastransform[2][3];
|
||||
}
|
||||
|
||||
void R_SetupFinalVert( finalvert_t *fv, float x, float y, float z, int light, int s, int t )
|
||||
{
|
||||
vec3_t v = {x, y, z};
|
||||
|
Loading…
x
Reference in New Issue
Block a user