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https://github.com/FWGS/xash3d-fwgs
synced 2025-01-10 02:15:34 +01:00
ref_soft: fix style errors
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parent
9c4a0d2397
commit
690a317f4f
20
r_context.c
20
r_context.c
@ -309,26 +309,26 @@ void GAME_EXPORT R_ProcessEntData( qboolean allocate )
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// stubs
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void GAME_EXPORT GL_SetTexCoordArrayMode()
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void GAME_EXPORT GL_SetTexCoordArrayMode( void )
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{
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}
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void GAME_EXPORT GL_InitExtensions()
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void GAME_EXPORT GL_InitExtensions( void )
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{
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}
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void GAME_EXPORT GL_ClearExtensions()
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void GAME_EXPORT GL_ClearExtensions( void )
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{
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}
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void GAME_EXPORT GL_BackendStartFrame()
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void GAME_EXPORT GL_BackendStartFrame( void )
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{
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}
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void GAME_EXPORT GL_BackendEndFrame()
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void GAME_EXPORT GL_BackendEndFrame( void )
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{
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}
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@ -341,12 +341,12 @@ void GAME_EXPORT GL_SetRenderMode(int mode)
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/// maybe, setup block drawing function pointers here
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}
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void GAME_EXPORT R_ShowTextures()
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void GAME_EXPORT R_ShowTextures( void )
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{
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// textures undone too
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}
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void GAME_EXPORT R_ShowTree()
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void GAME_EXPORT R_ShowTree( void )
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{
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// do we really need this here???
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}
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@ -392,7 +392,7 @@ void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix)
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}
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void GAME_EXPORT GL_LoadIdentityTexMatrix()
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void GAME_EXPORT GL_LoadIdentityTexMatrix( void )
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{
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}
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@ -412,7 +412,7 @@ void GAME_EXPORT GL_TextureTarget(uint target)
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}
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void GAME_EXPORT GL_BuildLightmaps()
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void GAME_EXPORT GL_BuildLightmaps( void )
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{
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CL_RunLightStyles();
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}
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@ -427,7 +427,7 @@ qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size)
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return false;
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}
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byte *GAME_EXPORT Mod_GetCurrentVis()
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byte *GAME_EXPORT Mod_GetCurrentVis( void )
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{
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return NULL;
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}
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14
r_glblit.c
14
r_glblit.c
@ -129,7 +129,7 @@ void R_BuildScreenMap( void )
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#define FOR_EACH_COLOR(x) for( r##x = 0; r##x < BIT(3); r##x++ ) for( g##x = 0; g##x < BIT(3); g##x++ ) for( b##x = 0; b##x < BIT(2); b##x++ )
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void R_BuildBlendMaps()
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void R_BuildBlendMaps( void )
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{
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unsigned int r1, g1, b1;
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unsigned int r2, g2, b2;
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@ -176,6 +176,7 @@ void R_BuildBlendMaps()
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uint color = i << 3;
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uint m = color >> 8;
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uint j = color & 0xff;
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unsigned short index1 = i;
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r1 = ((m >> (8 - 3) )<< 2 ) & MASK(5);
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g1 = ((m >> (8 - 3 - 3)) << 3) & MASK(6);
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@ -185,7 +186,6 @@ void R_BuildBlendMaps()
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b1 |= MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
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unsigned short index1 = i;
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for( j = 0; j < 32; j++)
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{
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unsigned int index2 = j << 13;
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@ -208,6 +208,7 @@ void R_BuildBlendMaps()
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uint color = i << 6 | BIT(5) | BIT(4) | BIT(3);
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uint m = color >> 8;
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uint j = color & 0xff;
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unsigned short index1 = i;
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r1 = ((m >> (8 - 3) )<< 2 ) & MASK(5);
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g1 = ((m >> (8 - 3 - 3)) << 3) & MASK(6);
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@ -217,7 +218,6 @@ void R_BuildBlendMaps()
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b1 |= MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
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unsigned short index1 = i;
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FOR_EACH_COLOR(2)
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{
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unsigned int index2 = (r2 << (2 + 3) | g2 << 2 | b2) << 10;
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@ -254,9 +254,9 @@ void R_BuildBlendMaps()
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#endif
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}
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void R_AllocScreen();
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void R_AllocScreen( void );
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void R_InitBlit()
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void R_InitBlit(void)
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{
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/*LOAD(glBegin);
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@ -296,7 +296,7 @@ void R_InitBlit()
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R_AllocScreen();
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}
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void R_AllocScreen()
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void R_AllocScreen( void )
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{
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if( gpGlobals->width < 320 )
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gpGlobals->width = 320;
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@ -319,7 +319,7 @@ void R_AllocScreen()
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vid.buffer = Mem_Malloc( r_temppool, vid.width * vid.height*sizeof( pixel_t ) );
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}
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void R_BlitScreen()
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void R_BlitScreen( void )
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{
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//memset( vid.buffer, 10, vid.width * vid.height );
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int u, v;
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20
r_main.c
20
r_main.c
@ -208,7 +208,7 @@ static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
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rendermode2 = R_GetEntityRenderMode( ent2 );
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// sort by distance
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if( ent1->model && ent1->model->type != mod_brush || rendermode1 != kRenderTransAlpha )
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if( ( ent1->model && ent1->model->type != mod_brush ) || rendermode1 != kRenderTransAlpha )
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{
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VectorAverage( ent1->model->mins, ent1->model->maxs, org );
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VectorAdd( ent1->origin, org, org );
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@ -217,7 +217,7 @@ static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
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}
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else dist1 = 1000000000;
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if( ent1->model && ent2->model->type != mod_brush || rendermode2 != kRenderTransAlpha )
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if( ( ent1->model && ent2->model->type != mod_brush ) || rendermode2 != kRenderTransAlpha )
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{
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VectorAverage( ent2->model->mins, ent2->model->maxs, org );
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VectorAdd( ent2->origin, org, org );
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@ -795,6 +795,10 @@ static image_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t
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return NULL;
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}
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extern void R_PolysetFillSpans8 ( void * );
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extern void R_PolysetDrawSpansConstant8_33( void *pspanpackage);
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extern void R_PolysetDrawSpans8_33( void *pspanpackage);
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/*
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=============
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R_DrawEntitiesOnList
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@ -802,16 +806,13 @@ R_DrawEntitiesOnList
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*/
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void R_DrawEntitiesOnList( void )
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{
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extern void (*d_pdrawspans)(void *);
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int i;
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//extern int d_aflatcolor;
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//d_aflatcolor = 0;
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tr.blend = 1.0f;
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// GL_CheckForErrors();
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//RI.currententity = gEngfuncs.GetEntityByIndex(0);
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extern void (*d_pdrawspans)(void *);
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extern void R_PolysetFillSpans8 ( void * );
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extern void R_PolysetDrawSpansConstant8_33( void *pspanpackage);
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extern void R_PolysetDrawSpans8_33( void *pspanpackage);
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d_pdrawspans = R_PolysetFillSpans8;
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GL_SetRenderMode(kRenderNormal);
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// first draw solid entities
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@ -1826,9 +1827,10 @@ R_NewMap
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void GAME_EXPORT R_NewMap (void)
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{
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int i;
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r_viewcluster = -1;
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model_t *world = WORLDMODEL;
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r_viewcluster = -1;
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tr.draw_list->num_solid_entities = 0;
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tr.draw_list->num_trans_entities = 0;
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tr.draw_list->num_beam_entities = 0;
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@ -1921,7 +1923,7 @@ void R_InitTurb (void)
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qboolean GAME_EXPORT R_Init()
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qboolean GAME_EXPORT R_Init( void )
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{
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gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" );
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vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 );
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@ -1995,7 +1997,7 @@ qboolean GAME_EXPORT R_Init()
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return true;
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}
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void GAME_EXPORT R_Shutdown()
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void GAME_EXPORT R_Shutdown( void )
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{
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R_ShutdownImages();
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gEngfuncs.R_Free_Video();
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12
r_studio.c
12
r_studio.c
@ -1124,7 +1124,7 @@ void R_StudioBuildNormalTable( void )
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pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
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ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 ) i = -i;
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@ -1172,7 +1172,7 @@ void R_StudioGenerateNormals( void )
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pmesh = (mstudiomesh_t *)((byte *)m_pStudioHeader + m_pSubModel->meshindex) + j;
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ptricmds = (short *)((byte *)m_pStudioHeader + pmesh->triindex);
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 )
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{
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@ -1939,7 +1939,7 @@ _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, floa
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float *lv;
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int i;
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 )
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{
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@ -1972,7 +1972,7 @@ _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms )
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float *lv;
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int i;
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 )
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{
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@ -2006,7 +2006,7 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa
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qboolean glowShell = (scale > 0.0f) ? true : false;
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vec3_t vert;
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 )
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{
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@ -2746,7 +2746,7 @@ static void R_StudioDrawPointsShadow( void )
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r_stats.c_studio_polys += pmesh->numtris;
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while( i = *( ptricmds++ ))
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while(( i = *( ptricmds++ )))
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{
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if( i < 0 )
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{
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