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ref: gl: remove useless R_CountDynamicLights function
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@ -383,7 +383,6 @@ void R_AnimateLight( void );
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void R_GetLightSpot( vec3_t lightspot );
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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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//
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@ -171,26 +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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R_CountSurfaceDlights
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=============
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*/
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int R_CountSurfaceDlights( msurface_t *surf )
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{
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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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if(!( surf->dlightbits & BIT( i )))
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continue; // not lit by this light
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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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@ -527,7 +527,7 @@ texture_t *R_TextureAnimation( msurface_t *s )
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R_AddDynamicLights
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===============
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*/
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void R_AddDynamicLights( msurface_t *surf )
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static void R_AddDynamicLights( msurface_t *surf )
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{
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float dist, rad, minlight;
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int lnum, s, t, sd, td, smax, tmax;
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@ -541,7 +541,7 @@ void R_AddDynamicLights( msurface_t *surf )
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uint *bl;
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// no dlighted surfaces here
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if( !R_CountSurfaceDlights( surf )) return;
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if( !surf->dlightbits ) return;
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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smax = (info->lightextents[0] / sample_size) + 1;
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