ref: gl: fix -Wmissing-prototypes

This commit is contained in:
Alibek Omarov 2024-01-27 20:18:05 +03:00
parent bf959da7ff
commit 661e60720d
16 changed files with 115 additions and 112 deletions

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@ -18,7 +18,7 @@ def build(bld):
target = 'gl4es', target = 'gl4es',
features = 'c', features = 'c',
includes = ['gl4es/src', 'gl4es/src/gl', 'gl4es/src/glx', 'gl4es/include'], includes = ['gl4es/src', 'gl4es/src/gl', 'gl4es/src/glx', 'gl4es/include'],
defines = ['NOX11', 'NO_GBM', 'NO_INIT_CONSTRUCTOR', 'DEFAULT_ES=2', 'NOEGL', 'EXTERNAL_GETPROCADDRESS=GL4ES_GetProcAddress', 'NO_LOADER', 'STATICLIB'], defines = ['NOX11', 'NO_GBM', 'NO_INIT_CONSTRUCTOR', 'DEFAULT_ES=2', 'NOEGL', 'NO_LOADER', 'STATICLIB'],
cflags = ['-w', '-fvisibility=hidden', '-std=gnu99'], cflags = ['-w', '-fvisibility=hidden', '-std=gnu99'],
subsystem = bld.env.MSVC_SUBSYSTEM, subsystem = bld.env.MSVC_SUBSYSTEM,
export_includes = '.') export_includes = '.')

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@ -495,7 +495,7 @@ static void GL2_InitIncrementalBuffer( int i, GLuint size )
} }
qboolean GL2_InitProgs( void ) static qboolean GL2_InitProgs( void )
{ {
static const GLuint precache_progs[] = { static const GLuint precache_progs[] = {
BIT( GL2_ATTR_POS ), // out = ucolor BIT( GL2_ATTR_POS ), // out = ucolor

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@ -225,7 +225,7 @@ Generate a list of trifans or strips
for the model, which holds for all frames for the model, which holds for all frames
================ ================
*/ */
void BuildTris( void ) static void BuildTris( void )
{ {
int len, bestlen, besttype = 0; int len, bestlen, besttype = 0;
int bestverts[1024]; int bestverts[1024];
@ -305,7 +305,7 @@ void BuildTris( void )
GL_MakeAliasModelDisplayLists GL_MakeAliasModelDisplayLists
================ ================
*/ */
void GL_MakeAliasModelDisplayLists( model_t *m ) static void GL_MakeAliasModelDisplayLists( model_t *m )
{ {
trivertex_t *verts; trivertex_t *verts;
int i, j; int i, j;
@ -340,7 +340,7 @@ ALIAS MODELS
Mod_LoadAliasFrame Mod_LoadAliasFrame
================= =================
*/ */
void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame ) static void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame )
{ {
daliasframe_t *pdaliasframe; daliasframe_t *pdaliasframe;
trivertex_t *pinframe; trivertex_t *pinframe;
@ -372,7 +372,7 @@ void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame )
Mod_LoadAliasGroup Mod_LoadAliasGroup
================= =================
*/ */
void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame ) static void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame )
{ {
daliasgroup_t *pingroup; daliasgroup_t *pingroup;
int i, numframes; int i, numframes;
@ -413,7 +413,7 @@ void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame )
Mod_CreateSkinData Mod_CreateSkinData
=============== ===============
*/ */
rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height ) static rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height )
{ {
static rgbdata_t skin; static rgbdata_t skin;
char name[MAX_QPATH]; char name[MAX_QPATH];
@ -475,7 +475,7 @@ rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height )
return gEngfuncs.FS_CopyImage( &skin ); return gEngfuncs.FS_CopyImage( &skin );
} }
void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) static void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size )
{ {
string name, lumaname; string name, lumaname;
string checkname; string checkname;
@ -506,7 +506,7 @@ void *Mod_LoadSingleSkin( model_t *loadmodel, daliasskintype_t *pskintype, int s
return ((byte *)(pskintype + 1) + size); return ((byte *)(pskintype + 1) + size);
} }
void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size ) static void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int skinnum, int size )
{ {
daliasskininterval_t *pinskinintervals; daliasskininterval_t *pinskinintervals;
daliasskingroup_t *pinskingroup; daliasskingroup_t *pinskingroup;
@ -552,7 +552,7 @@ void *Mod_LoadGroupSkin( model_t *loadmodel, daliasskintype_t *pskintype, int sk
Mod_LoadAllSkins Mod_LoadAllSkins
=============== ===============
*/ */
void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype ) static void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype )
{ {
int i, size; int i, size;
@ -582,7 +582,7 @@ void *Mod_LoadAllSkins( model_t *mod, int numskins, daliasskintype_t *pskintype
Mod_CalcAliasBounds Mod_CalcAliasBounds
================= =================
*/ */
void Mod_CalcAliasBounds( model_t *mod ) static void Mod_CalcAliasBounds( model_t *mod )
{ {
int i, j, k; int i, j, k;
float radius; float radius;
@ -763,7 +763,7 @@ R_AliasDynamicLight
similar to R_StudioDynamicLight similar to R_StudioDynamicLight
=============== ===============
*/ */
void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight ) static void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
{ {
movevars_t *mv = tr.movevars; movevars_t *mv = tr.movevars;
vec3_t lightDir, vecSrc, vecEnd; vec3_t lightDir, vecSrc, vecEnd;
@ -943,7 +943,7 @@ R_AliasSetupLighting
=============== ===============
*/ */
void R_AliasSetupLighting( alight_t *plight ) static void R_AliasSetupLighting( alight_t *plight )
{ {
if( !m_pAliasHeader || !plight ) if( !m_pAliasHeader || !plight )
return; return;
@ -964,7 +964,7 @@ R_AliasLighting
=============== ===============
*/ */
void R_AliasLighting( float *lv, const vec3_t normal ) static void R_AliasLighting( float *lv, const vec3_t normal )
{ {
float illum = g_alias.ambientlight; float illum = g_alias.ambientlight;
float r, lightcos; float r, lightcos;
@ -1013,7 +1013,7 @@ static void R_AliasSetRemapColors( int newTop, int newBottom )
GL_DrawAliasFrame GL_DrawAliasFrame
============= =============
*/ */
void GL_DrawAliasFrame( aliashdr_t *paliashdr ) static void GL_DrawAliasFrame( aliashdr_t *paliashdr )
{ {
float lv_tmp; float lv_tmp;
trivertex_t *verts0; trivertex_t *verts0;
@ -1075,7 +1075,7 @@ void GL_DrawAliasFrame( aliashdr_t *paliashdr )
GL_DrawAliasShadow GL_DrawAliasShadow
============= =============
*/ */
void GL_DrawAliasShadow( aliashdr_t *paliashdr ) static void GL_DrawAliasShadow( aliashdr_t *paliashdr )
{ {
trivertex_t *verts0; trivertex_t *verts0;
trivertex_t *verts1; trivertex_t *verts1;
@ -1153,7 +1153,7 @@ R_AliasLerpMovement
==================== ====================
*/ */
void R_AliasLerpMovement( cl_entity_t *e ) static void R_AliasLerpMovement( cl_entity_t *e )
{ {
float f = 1.0f; float f = 1.0f;
@ -1196,7 +1196,7 @@ R_SetupAliasFrame
================= =================
*/ */
void R_SetupAliasFrame( cl_entity_t *e, aliashdr_t *paliashdr ) static void R_SetupAliasFrame( cl_entity_t *e, aliashdr_t *paliashdr )
{ {
int newpose, oldpose; int newpose, oldpose;
int newframe, oldframe; int newframe, oldframe;

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@ -49,7 +49,7 @@ R_Speeds_Printf
helper to print into r_speeds message helper to print into r_speeds message
============== ==============
*/ */
void R_Speeds_Printf( const char *msg, ... ) static void R_Speeds_Printf( const char *msg, ... )
{ {
va_list argptr; va_list argptr;
char text[2048]; char text[2048];

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@ -370,7 +370,7 @@ R_DrawTorus
Draw beamtours Draw beamtours
================ ================
*/ */
void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) static void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
{ {
int i, noiseIndex, noiseStep; int i, noiseIndex, noiseStep;
float div, length, fraction, factor, vLast, vStep; float div, length, fraction, factor, vLast, vStep;
@ -459,7 +459,7 @@ R_DrawDisk
Draw beamdisk Draw beamdisk
================ ================
*/ */
void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) static void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
{ {
float div, length, fraction; float div, length, fraction;
float w, vLast, vStep; float w, vLast, vStep;
@ -517,7 +517,7 @@ R_DrawCylinder
Draw beam cylinder Draw beam cylinder
================ ================
*/ */
void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) static void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
{ {
float div, length, fraction; float div, length, fraction;
float vLast, vStep; float vLast, vStep;
@ -574,7 +574,7 @@ R_DrawBeamFollow
drawi followed beam drawi followed beam
============== ==============
*/ */
void R_DrawBeamFollow( BEAM *pbeam, float frametime ) static void R_DrawBeamFollow( BEAM *pbeam, float frametime )
{ {
particle_t *pnew, *particles; particle_t *pnew, *particles;
float fraction, div, vLast, vStep; float fraction, div, vLast, vStep;
@ -724,7 +724,7 @@ R_DrawRing
Draw beamring Draw beamring
================ ================
*/ */
void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments ) static void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments )
{ {
int i, j, noiseIndex, noiseStep; int i, j, noiseIndex, noiseStep;
float div, length, fraction, factor, vLast, vStep; float div, length, fraction, factor, vLast, vStep;
@ -881,7 +881,7 @@ R_BeamRecomputeEndpoints
Recomputes beam endpoints.. Recomputes beam endpoints..
============== ==============
*/ */
qboolean R_BeamRecomputeEndpoints( BEAM *pbeam ) static qboolean R_BeamRecomputeEndpoints( BEAM *pbeam )
{ {
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ))
{ {
@ -934,7 +934,7 @@ R_BeamDraw
Update beam vars and draw it Update beam vars and draw it
============== ==============
*/ */
void R_BeamDraw( BEAM *pbeam, float frametime ) static void R_BeamDraw( BEAM *pbeam, float frametime )
{ {
model_t *model; model_t *model;
vec3_t delta; vec3_t delta;
@ -1180,7 +1180,7 @@ R_BeamDrawCustomEntity
initialize beam from server entity initialize beam from server entity
============== ==============
*/ */
void R_BeamDrawCustomEntity( cl_entity_t *ent ) static void R_BeamDrawCustomEntity( cl_entity_t *ent )
{ {
BEAM beam; BEAM beam;
float amp = ent->curstate.body / 100.0f; float amp = ent->curstate.body / 100.0f;

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@ -95,7 +95,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h
pglDisable( GL_BLEND ); pglDisable( GL_BLEND );
} }
void Mod_BrushUnloadTextures( model_t *mod ) static void Mod_BrushUnloadTextures( model_t *mod )
{ {
int i; int i;
@ -110,7 +110,7 @@ void Mod_BrushUnloadTextures( model_t *mod )
} }
} }
void Mod_UnloadTextures( model_t *mod ) static void Mod_UnloadTextures( model_t *mod )
{ {
Assert( mod != NULL ); Assert( mod != NULL );
@ -134,7 +134,7 @@ void Mod_UnloadTextures( model_t *mod )
} }
} }
qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) static qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
{ {
qboolean loaded = true; qboolean loaded = true;
@ -309,7 +309,7 @@ static const char *GL_TextureName( unsigned int texnum )
return R_GetTexture( texnum )->name; return R_GetTexture( texnum )->name;
} }
const byte *GL_TextureData( unsigned int texnum ) static const byte *GL_TextureData( unsigned int texnum )
{ {
rgbdata_t *pic = R_GetTexture( texnum )->original; rgbdata_t *pic = R_GetTexture( texnum )->original;
@ -318,7 +318,7 @@ const byte *GL_TextureData( unsigned int texnum )
return NULL; return NULL;
} }
void R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities ) static void R_ProcessEntData( qboolean allocate, cl_entity_t *entities, unsigned int max_entities )
{ {
if( !allocate ) if( !allocate )
{ {
@ -344,7 +344,7 @@ static void GAME_EXPORT R_Flush( unsigned int flags )
// stub // stub
} }
qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y ) static qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y )
{ {
qboolean ret = true; qboolean ret = true;
if( rotate > 0 ) if( rotate > 0 )
@ -532,6 +532,7 @@ ref_interface_t gReffuncs =
VGUI_GenerateTexture, VGUI_GenerateTexture,
}; };
int EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals );
int EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals ) int EXPORT GetRefAPI( int version, ref_interface_t *funcs, ref_api_t *engfuncs, ref_globals_t *globals )
{ {
if( version != REF_API_VERSION ) if( version != REF_API_VERSION )

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@ -143,7 +143,7 @@ static void R_GetDecalDimensions( int texture, int *width, int *height )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// compute the decal basis based on surface normal // compute the decal basis based on surface normal
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] ) static void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[3] )
{ {
vec3_t surfaceNormal; vec3_t surfaceNormal;
@ -179,7 +179,7 @@ void R_DecalComputeBasis( msurface_t *surf, int flags, vec3_t textureSpaceBasis[
VectorNormalize2( surf->texinfo->vecs[1], textureSpaceBasis[1] ); VectorNormalize2( surf->texinfo->vecs[1], textureSpaceBasis[1] );
} }
void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) static void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] )
{ {
int width, height; int width, height;
@ -199,7 +199,7 @@ void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, msurface_t *surf, int textu
} }
// Build the initial list of vertices from the surface verts into the global array, 'verts'. // Build the initial list of vertices from the surface verts into the global array, 'verts'.
void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts ) static void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t textureSpaceBasis[3], float *verts )
{ {
float *v; float *v;
int i; int i;
@ -214,7 +214,7 @@ void R_SetupDecalVertsForMSurface( decal_t *pDecal, msurface_t *surf, vec3_t tex
} }
// Figure out where the decal maps onto the surface. // Figure out where the decal maps onto the surface.
void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] ) static void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t textureSpaceBasis[3], float decalWorldScale[2] )
{ {
R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, textureSpaceBasis, decalWorldScale ); R_SetupDecalTextureSpaceBasis( pDecal, surf, texture, textureSpaceBasis, decalWorldScale );
@ -229,7 +229,7 @@ void R_SetupDecalClip( decal_t *pDecal, msurface_t *surf, int texture, vec3_t te
// Clip polygon to decal in texture space // Clip polygon to decal in texture space
// JAY: This code is lame, change it later. It does way too much work per frame // JAY: This code is lame, change it later. It does way too much work per frame
// It can be made to recursively call the clipping code and only copy the vertex list once // It can be made to recursively call the clipping code and only copy the vertex list once
int R_ClipInside( float *vert, int edge ) static int R_ClipInside( float *vert, int edge )
{ {
switch( edge ) switch( edge )
{ {
@ -253,7 +253,7 @@ int R_ClipInside( float *vert, int edge )
return 0; return 0;
} }
void R_ClipIntersect( float *one, float *two, float *out, int edge ) static void R_ClipIntersect( float *one, float *two, float *out, int edge )
{ {
float t; float t;
@ -354,7 +354,7 @@ static int SHClip( float *vert, int vertCount, float *out, int edge )
return outCount; return outCount;
} }
float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount ) static float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *pVertCount )
{ {
float *pOutVerts = g_DecalClipVerts[0]; float *pOutVerts = g_DecalClipVerts[0];
int outCount; int outCount;
@ -374,7 +374,7 @@ float *R_DoDecalSHClip( float *pInVerts, decal_t *pDecal, int nStartVerts, int *
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Generate clipped vertex list for decal pdecal projected onto polygon psurf // Generate clipped vertex list for decal pdecal projected onto polygon psurf
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount ) static float *R_DecalVertsClip( decal_t *pDecal, msurface_t *surf, int texture, int *pVertCount )
{ {
float decalWorldScale[2]; float decalWorldScale[2];
vec3_t textureSpaceBasis[3]; vec3_t textureSpaceBasis[3];
@ -492,7 +492,7 @@ R_DecalCreatePoly
creates mesh for decal on first rendering creates mesh for decal on first rendering
==================== ====================
*/ */
glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf ) static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf )
{ {
int lnumverts; int lnumverts;
glpoly_t *poly; glpoly_t *poly;
@ -595,7 +595,7 @@ static void R_DecalCreate( decalinfo_t *decalinfo, msurface_t *surf, float x, fl
R_AddDecalToSurface( pdecal, surf, decalinfo ); R_AddDecalToSurface( pdecal, surf, decalinfo );
} }
void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo ) static void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo )
{ {
// get the texture associated with this surface // get the texture associated with this surface
mtexinfo_t *tex = surf->texinfo; mtexinfo_t *tex = surf->texinfo;

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@ -883,7 +883,7 @@ GL_BoxFilter3x3
box filter 3x3 box filter 3x3
================= =================
*/ */
void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y ) static void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y )
{ {
int r = 0, g = 0, b = 0, a = 0; int r = 0, g = 0, b = 0, a = 0;
int count = 0, acount = 0; int count = 0, acount = 0;
@ -930,7 +930,7 @@ GL_ApplyFilter
Apply box-filter to 1-bit alpha Apply box-filter to 1-bit alpha
================= =================
*/ */
byte *GL_ApplyFilter( const byte *source, int width, int height ) static byte *GL_ApplyFilter( const byte *source, int width, int height )
{ {
byte *in = (byte *)source; byte *in = (byte *)source;
byte *out = (byte *)source; byte *out = (byte *)source;
@ -1355,7 +1355,7 @@ static void GL_ProcessImage( gl_texture_t *tex, rgbdata_t *pic )
GL_CheckTexName GL_CheckTexName
================ ================
*/ */
qboolean GL_CheckTexName( const char *name ) static qboolean GL_CheckTexName( const char *name )
{ {
int len; int len;

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@ -624,6 +624,7 @@ GL_GetProcAddress
defined just for nanogl/glwes, so it don't link to SDL2 directly, nor use dlsym defined just for nanogl/glwes, so it don't link to SDL2 directly, nor use dlsym
============== ==============
*/ */
void GAME_EXPORT *GL_GetProcAddress( const char *name ); // keep defined for nanogl/wes
void GAME_EXPORT *GL_GetProcAddress( const char *name ) void GAME_EXPORT *GL_GetProcAddress( const char *name )
{ {
return gEngfuncs.GL_GetProcAddress( name ); return gEngfuncs.GL_GetProcAddress( name );
@ -715,7 +716,7 @@ static void GL_SetDefaults( void )
R_RenderInfo_f R_RenderInfo_f
================= =================
*/ */
void R_RenderInfo_f( void ) static void R_RenderInfo_f( void )
{ {
gEngfuncs.Con_Printf( "\n" ); gEngfuncs.Con_Printf( "\n" );
gEngfuncs.Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string ); gEngfuncs.Con_Printf( "GL_VENDOR: %s\n", glConfig.vendor_string );
@ -773,7 +774,7 @@ void R_RenderInfo_f( void )
} }
#ifdef XASH_GLES #ifdef XASH_GLES
void GL_InitExtensionsGLES( void ) static void GL_InitExtensionsGLES( void )
{ {
int extid; int extid;
@ -891,7 +892,7 @@ void GL_InitExtensionsGLES( void )
#endif #endif
} }
#else #else
void GL_InitExtensionsBigGL( void ) static void GL_InitExtensionsBigGL( void )
{ {
// intialize wrapper type // intialize wrapper type
glConfig.context = gEngfuncs.Sys_CheckParm( "-glcore" )? CONTEXT_TYPE_GL_CORE : CONTEXT_TYPE_GL; glConfig.context = gEngfuncs.Sys_CheckParm( "-glcore" )? CONTEXT_TYPE_GL_CORE : CONTEXT_TYPE_GL;
@ -1172,7 +1173,7 @@ void GL_ClearExtensions( void )
GL_InitCommands GL_InitCommands
================= =================
*/ */
void GL_InitCommands( void ) static void GL_InitCommands( void )
{ {
RETRIEVE_ENGINE_SHARED_CVAR_LIST(); RETRIEVE_ENGINE_SHARED_CVAR_LIST();
@ -1255,7 +1256,7 @@ static void R_CheckVBO( void )
GL_RemoveCommands GL_RemoveCommands
================= =================
*/ */
void GL_RemoveCommands( void ) static void GL_RemoveCommands( void )
{ {
gEngfuncs.Cmd_RemoveCommand( "r_info" ); gEngfuncs.Cmd_RemoveCommand( "r_info" );
} }
@ -1516,12 +1517,13 @@ void GL_SetupAttributes( int safegl )
void wes_init( const char *gles2 ); void wes_init( const char *gles2 );
int nanoGL_Init( void ); int nanoGL_Init( void );
#ifdef XASH_GL4ES #ifdef XASH_GL4ES
void GL4ES_GetMainFBSize( int *width, int *height ) static void GL4ES_GetMainFBSize( int *width, int *height )
{ {
*width = gpGlobals->width; *width = gpGlobals->width;
*height = gpGlobals->height; *height = gpGlobals->height;
} }
void *GL4ES_GetProcAddress( const char *name )
static void *GL4ES_GetProcAddress( const char *name )
{ {
if( !Q_strcmp(name, "glShadeModel") ) if( !Q_strcmp(name, "glShadeModel") )
// combined gles/gles2/gl implementation exports this, but it is invalid // combined gles/gles2/gl implementation exports this, but it is invalid

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@ -336,7 +336,7 @@ R_LightVec
check bspmodels to get light from check bspmodels to get light from
================= =================
*/ */
colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) static colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
{ {
float last_fraction; float last_fraction;
int i, maxEnts = 1; int i, maxEnts = 1;

View File

@ -807,7 +807,7 @@ void R_DrawFog( void )
R_DrawEntitiesOnList R_DrawEntitiesOnList
============= =============
*/ */
void R_DrawEntitiesOnList( void ) static void R_DrawEntitiesOnList( void )
{ {
int i; int i;

View File

@ -119,7 +119,7 @@ void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
out[15] = in[3][3]; out[15] = in[3][3];
} }
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) static void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
{ {
out[0][0] = 1.0f; out[0][0] = 1.0f;
out[0][1] = 0.0f; out[0][1] = 0.0f;
@ -139,7 +139,7 @@ void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
out[3][3] = 1.0f; out[3][3] = 1.0f;
} }
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) static void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z )
{ {
float len, c, s; float len, c, s;

View File

@ -224,7 +224,7 @@ every render pass applies new fog layer, resulting in wrong fog color
recalculate fog color for current pass count recalculate fog color for current pass count
=============================== ===============================
*/ */
void GL_SetupFogColorForSurfacesEx( int passes, float density, qboolean blend_lightmaps ) static void GL_SetupFogColorForSurfacesEx( int passes, float density, qboolean blend_lightmaps )
{ {
vec4_t fogColor; vec4_t fogColor;
float factor, div; float factor, div;
@ -388,7 +388,7 @@ R_TextureAnim
Returns the proper texture for a given time and base texture, do not process random tiling Returns the proper texture for a given time and base texture, do not process random tiling
=============== ===============
*/ */
texture_t *R_TextureAnim( texture_t *b ) static texture_t *R_TextureAnim( texture_t *b )
{ {
texture_t *base = b; texture_t *base = b;
int count, reletive; int count, reletive;
@ -439,7 +439,7 @@ R_TextureRandomTiling
Returns the proper texture for a given surface without animation Returns the proper texture for a given surface without animation
=============== ===============
*/ */
texture_t *R_TextureRandomTiling( msurface_t *s ) static texture_t *R_TextureRandomTiling( msurface_t *s )
{ {
texture_t *base = s->texinfo->texture; texture_t *base = s->texinfo->texture;
int count, reletive; int count, reletive;
@ -620,7 +620,7 @@ static void R_AddDynamicLights( msurface_t *surf )
R_SetCacheState R_SetCacheState
================ ================
*/ */
void R_SetCacheState( msurface_t *surf ) static void R_SetCacheState( msurface_t *surf )
{ {
int maps; int maps;
@ -888,7 +888,7 @@ DrawGLPolyChain
Render lightmaps Render lightmaps
================ ================
*/ */
void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset ) static void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset )
{ {
qboolean dynamic = true; qboolean dynamic = true;
@ -942,7 +942,7 @@ static qboolean R_HasLightmap( void )
R_BlendLightmaps R_BlendLightmaps
================ ================
*/ */
void R_BlendLightmaps( void ) static void R_BlendLightmaps( void )
{ {
msurface_t *surf, *newsurf = NULL; msurface_t *surf, *newsurf = NULL;
int i; int i;
@ -1075,7 +1075,7 @@ void R_BlendLightmaps( void )
R_RenderFullbrights R_RenderFullbrights
================ ================
*/ */
void R_RenderFullbrights( void ) static void R_RenderFullbrights( void )
{ {
mextrasurf_t *es, *p; mextrasurf_t *es, *p;
int i; int i;
@ -1118,7 +1118,7 @@ void R_RenderFullbrights( void )
R_RenderDetails R_RenderDetails
================ ================
*/ */
void R_RenderDetails( int passes ) static void R_RenderDetails( int passes )
{ {
gl_texture_t *glt; gl_texture_t *glt;
mextrasurf_t *es, *p; mextrasurf_t *es, *p;
@ -1176,7 +1176,7 @@ void R_RenderDetails( int passes )
R_RenderBrushPoly R_RenderBrushPoly
================ ================
*/ */
void R_RenderBrushPoly( msurface_t *fa, int cull_type ) static void R_RenderBrushPoly( msurface_t *fa, int cull_type )
{ {
qboolean is_dynamic = false; qboolean is_dynamic = false;
int maps; int maps;
@ -1309,7 +1309,7 @@ dynamic:
R_DrawTextureChains R_DrawTextureChains
================ ================
*/ */
void R_DrawTextureChains( void ) static void R_DrawTextureChains( void )
{ {
int i; int i;
msurface_t *s; msurface_t *s;
@ -1514,7 +1514,7 @@ static int R_SurfaceCompare( const void *a, const void *b )
return 0; return 0;
} }
void R_SetRenderMode( cl_entity_t *e ) static void R_SetRenderMode( cl_entity_t *e )
{ {
switch( e->curstate.rendermode ) switch( e->curstate.rendermode )
{ {
@ -2302,7 +2302,7 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number )
} }
void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures ) static void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
{ {
if( vboarray.astate != VBO_ARRAY_STATIC ) if( vboarray.astate != VBO_ARRAY_STATIC )
{ {
@ -2866,7 +2866,7 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
vbotex->curindex = 0; vbotex->curindex = 0;
} }
void R_SetupVBOArrayDecal( qboolean drawlightmap ) static void R_SetupVBOArrayDecal( qboolean drawlightmap )
{ {
// prepare for decal draw // prepare for decal draw
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
@ -2889,7 +2889,7 @@ void R_SetupVBOArrayDecal( qboolean drawlightmap )
} }
void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v ) static void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v )
{ {
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v ); pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v );
@ -2986,7 +2986,7 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
pglEnable( GL_ALPHA_TEST ); pglEnable( GL_ALPHA_TEST );
} }
void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures ) static void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures )
{ {
// restore states // restore states
R_DisableDetail(); R_DisableDetail();
@ -3313,7 +3313,7 @@ qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap )
R_RecursiveWorldNode R_RecursiveWorldNode
================ ================
*/ */
void R_RecursiveWorldNode( mnode_t *node, uint clipflags ) static void R_RecursiveWorldNode( mnode_t *node, uint clipflags )
{ {
int i, clipped; int i, clipped;
msurface_t *surf, **mark; msurface_t *surf, **mark;
@ -3407,7 +3407,7 @@ R_CullNodeTopView
cull node by user rectangle (simple scissor) cull node by user rectangle (simple scissor)
================ ================
*/ */
qboolean R_CullNodeTopView( mnode_t *node ) static qboolean R_CullNodeTopView( mnode_t *node )
{ {
vec2_t delta, size; vec2_t delta, size;
vec3_t center, half; vec3_t center, half;
@ -3465,7 +3465,7 @@ static void R_DrawTopViewLeaf( mleaf_t *pleaf, uint clipflags )
R_DrawWorldTopView R_DrawWorldTopView
================ ================
*/ */
void R_DrawWorldTopView( mnode_t *node, uint clipflags ) static void R_DrawWorldTopView( mnode_t *node, uint clipflags )
{ {
int i, c, clipped; int i, c, clipped;
msurface_t *surf; msurface_t *surf;
@ -3535,7 +3535,7 @@ void R_DrawWorldTopView( mnode_t *node, uint clipflags )
R_DrawTriangleOutlines R_DrawTriangleOutlines
============= =============
*/ */
void R_DrawTriangleOutlines( void ) static void R_DrawTriangleOutlines( void )
{ {
int i, j; int i, j;
msurface_t *surf; msurface_t *surf;
@ -3736,7 +3736,7 @@ void R_MarkLeaves( void )
GL_CreateSurfaceLightmap GL_CreateSurfaceLightmap
======================== ========================
*/ */
void GL_CreateSurfaceLightmap( msurface_t *surf, model_t *loadmodel ) static void GL_CreateSurfaceLightmap( msurface_t *surf, model_t *loadmodel )
{ {
int smax, tmax; int smax, tmax;
int sample_size; int sample_size;

View File

@ -459,7 +459,7 @@ NOTE: we using prevblending[0] and [1] for holds interval
between frames where are we lerping between frames where are we lerping
================ ================
*/ */
float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe ) static float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe, mspriteframe_t **curframe )
{ {
msprite_t *psprite; msprite_t *psprite;
mspritegroup_t *pspritegroup; mspritegroup_t *pspritegroup;
@ -625,7 +625,7 @@ R_CullSpriteModel
Cull sprite model by bbox Cull sprite model by bbox
================ ================
*/ */
qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin ) static qboolean R_CullSpriteModel( cl_entity_t *e, vec3_t origin )
{ {
vec3_t sprite_mins, sprite_maxs; vec3_t sprite_mins, sprite_maxs;
float scale = 1.0f; float scale = 1.0f;
@ -689,7 +689,7 @@ R_SpriteOccluded
Do occlusion test for glow-sprites Do occlusion test for glow-sprites
================ ================
*/ */
qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale ) static qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale )
{ {
if( e->curstate.rendermode == kRenderGlow ) if( e->curstate.rendermode == kRenderGlow )
{ {

View File

@ -261,7 +261,7 @@ static qboolean R_StudioComputeBBox( vec3_t bbox[8] )
return true; // visible 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; float flWeight0, flWeight1, flWeight2, flWeight3;
int i, numbones = 0; int i, numbones = 0;
@ -396,7 +396,7 @@ pfnGetPlayerState
=============== ===============
*/ */
entity_state_t *R_StudioGetPlayerState( int index ) static entity_state_t *R_StudioGetPlayerState( int index )
{ {
if( !RI.drawWorld ) if( !RI.drawWorld )
return &RI.currententity->curstate; return &RI.currententity->curstate;
@ -527,7 +527,7 @@ 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 // calc up/down pointing
*pBlend = (*pPitch * 3.0f); *pBlend = (*pPitch * 3.0f);
@ -588,7 +588,7 @@ StudioSetUpTransform
==================== ====================
*/ */
void R_StudioSetUpTransform( cl_entity_t *e ) static void R_StudioSetUpTransform( cl_entity_t *e )
{ {
vec3_t origin, angles; vec3_t origin, angles;
@ -660,7 +660,7 @@ StudioEstimateInterpolant
==================== ====================
*/ */
float R_StudioEstimateInterpolant( cl_entity_t *e ) static float R_StudioEstimateInterpolant( cl_entity_t *e )
{ {
float dadt = 1.0f; float dadt = 1.0f;
@ -679,7 +679,7 @@ StudioFxTransform
==================== ====================
*/ */
void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform ) static void R_StudioFxTransform( cl_entity_t *ent, matrix3x4 transform )
{ {
switch( ent->curstate.renderfx ) switch( ent->curstate.renderfx )
{ {
@ -723,7 +723,7 @@ 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; mstudiobonecontroller_t *pbonecontroller;
float value = 0.0f; float value = 0.0f;
@ -788,7 +788,7 @@ 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; int i, frame;
float adj[MAXSTUDIOCONTROLLERS]; float adj[MAXSTUDIOCONTROLLERS];
@ -835,7 +835,7 @@ 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; int i, j;
mstudiobone_t *pbones; mstudiobone_t *pbones;
@ -895,7 +895,7 @@ StudioSetupBones
==================== ====================
*/ */
void R_StudioSetupBones( cl_entity_t *e ) static void R_StudioSetupBones( cl_entity_t *e )
{ {
float f; float f;
mstudiobone_t *pbones; mstudiobone_t *pbones;
@ -1075,7 +1075,7 @@ StudioBuildNormalTable
NOTE: m_pSubModel must be set NOTE: m_pSubModel must be set
==================== ====================
*/ */
void R_StudioBuildNormalTable( void ) static void R_StudioBuildNormalTable( void )
{ {
cl_entity_t *e = RI.currententity; cl_entity_t *e = RI.currententity;
mstudiomesh_t *pmesh; mstudiomesh_t *pmesh;
@ -1126,7 +1126,7 @@ NOTE: m_pSubModel must be set
g_studio.verts must be computed g_studio.verts must be computed
==================== ====================
*/ */
void R_StudioGenerateNormals( void ) static void R_StudioGenerateNormals( void )
{ {
int v0, v1, v2; int v0, v1, v2;
vec3_t e0, e1, norm; vec3_t e0, e1, norm;
@ -1221,7 +1221,7 @@ StudioSetupChrome
==================== ====================
*/ */
void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal ) static void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
{ {
float n; float n;
@ -1322,7 +1322,7 @@ 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; movevars_t *mv = tr.movevars;
vec3_t lightDir, vecSrc, vecEnd; vec3_t lightDir, vecSrc, vecEnd;
@ -1513,7 +1513,7 @@ pfnStudioEntityLight
=============== ===============
*/ */
void R_StudioEntityLight( alight_t *lightinfo ) static void R_StudioEntityLight( alight_t *lightinfo )
{ {
int lnum, i, j, k; int lnum, i, j, k;
float minstrength, dist2, f, r2; float minstrength, dist2, f, r2;
@ -1595,7 +1595,7 @@ R_StudioSetupLighting
=============== ===============
*/ */
void R_StudioSetupLighting( alight_t *plight ) static void R_StudioSetupLighting( alight_t *plight )
{ {
float scale = 1.0f; float scale = 1.0f;
int i; int i;
@ -1625,7 +1625,7 @@ 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; float illum;
@ -1764,7 +1764,7 @@ 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; int i;
@ -1835,7 +1835,7 @@ mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e )
return ptexture; return ptexture;
} }
void R_StudioSetRenderamt( int iRenderamt ) static void R_StudioSetRenderamt( int iRenderamt )
{ {
if( !RI.currententity ) return; if( !RI.currententity ) return;
@ -1850,7 +1850,7 @@ R_StudioSetCullState
sets true for enable backculling (for left-hand viewmodel) 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 // This function intentionally does nothing
} }
@ -1862,7 +1862,7 @@ R_StudioRenderShadow
just a prefab for render shadow 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 ) if( !p1 || !p2 || !p3 || !p4 )
return; return;
@ -2814,7 +2814,7 @@ R_StudioGetForceFaceFlags
=============== ===============
*/ */
int R_StudioGetForceFaceFlags( void ) static int R_StudioGetForceFaceFlags( void )
{ {
return g_nForceFaceFlags; return g_nForceFaceFlags;
} }
@ -2825,7 +2825,7 @@ R_StudioSetForceFaceFlags
=============== ===============
*/ */
void R_StudioSetForceFaceFlags( int flags ) static void R_StudioSetForceFaceFlags( int flags )
{ {
g_nForceFaceFlags = flags; g_nForceFaceFlags = flags;
} }
@ -2836,7 +2836,7 @@ pfnStudioSetHeader
=============== ===============
*/ */
void R_StudioSetHeader( studiohdr_t *pheader ) static void R_StudioSetHeader( studiohdr_t *pheader )
{ {
m_pStudioHeader = pheader; m_pStudioHeader = pheader;
m_fDoRemap = false; m_fDoRemap = false;
@ -2848,7 +2848,7 @@ R_StudioSetRenderModel
=============== ===============
*/ */
void R_StudioSetRenderModel( model_t *model ) static void R_StudioSetRenderModel( model_t *model )
{ {
RI.currentmodel = model; RI.currentmodel = model;
} }
@ -2904,7 +2904,7 @@ R_StudioSetChromeOrigin
=============== ===============
*/ */
void R_StudioSetChromeOrigin( void ) static void R_StudioSetChromeOrigin( void )
{ {
VectorCopy( RI.vieworg, g_studio.chrome_origin ); VectorCopy( RI.vieworg, g_studio.chrome_origin );
} }
@ -2992,7 +2992,7 @@ GL_StudioSetRenderMode
set rendermode for studiomodel set rendermode for studiomodel
=============== ===============
*/ */
void GL_StudioSetRenderMode( int rendermode ) static void GL_StudioSetRenderMode( int rendermode )
{ {
switch( rendermode ) switch( rendermode )
{ {
@ -3059,7 +3059,7 @@ StudioRenderFinal
==================== ====================
*/ */
void R_StudioRenderFinal( void ) static void R_StudioRenderFinal( void )
{ {
int i, rendermode; int i, rendermode;
@ -3145,7 +3145,7 @@ StudioRenderModel
==================== ====================
*/ */
void R_StudioRenderModel( void ) static void R_StudioRenderModel( void )
{ {
R_StudioSetChromeOrigin(); R_StudioSetChromeOrigin();
R_StudioSetForceFaceFlags( 0 ); R_StudioSetForceFaceFlags( 0 );
@ -3174,7 +3174,7 @@ StudioEstimateGait
==================== ====================
*/ */
void R_StudioEstimateGait( entity_state_t *pplayer ) static void R_StudioEstimateGait( entity_state_t *pplayer )
{ {
vec3_t est_velocity; vec3_t est_velocity;
float dt; float dt;
@ -3230,7 +3230,7 @@ StudioProcessGait
==================== ====================
*/ */
void R_StudioProcessGait( entity_state_t *pplayer ) static void R_StudioProcessGait( entity_state_t *pplayer )
{ {
mstudioseqdesc_t *pseqdesc; mstudioseqdesc_t *pseqdesc;
int iBlend; int iBlend;

View File

@ -362,7 +362,7 @@ R_UnloadSkybox
Unload previous skybox Unload previous skybox
============== ==============
*/ */
void R_UnloadSkybox( void ) static void R_UnloadSkybox( void )
{ {
int i; int i;