rename shit
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@ -153,9 +153,9 @@ CGame::InitialiseOnceBeforeRW(void)
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#ifdef PS2_MATFX
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void ReplaceMatFxCallback();
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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#ifdef PS2_ALPHA_TEST
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void ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // PS2_ALPHA_TEST
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#endif // !LIBRW
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bool
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@ -212,9 +212,9 @@ CGame::InitialiseRenderWare(void)
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#ifdef PS2_MATFX
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ReplaceMatFxCallback();
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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#ifdef PS2_ALPHA_TEST
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ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // PS2_ALPHA_TEST
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#endif // LIBRW
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CFont::Initialise();
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@ -198,7 +198,7 @@ enum Config {
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define DUAL_PASS_RENDERING // dual pass rendering from SkyGfx
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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@ -11,7 +11,7 @@
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RtCharset *debugCharset;
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#endif
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#ifdef DUAL_PASS_RENDERING
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#ifdef PS2_ALPHA_TEST
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bool gPS2alphaTest = true;
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#else
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bool gPS2alphaTest = false;
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@ -2,7 +2,7 @@
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#define WITHD3D
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#include "common.h"
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#ifdef DUAL_PASS_RENDERING
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#ifdef PS2_ALPHA_TEST
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#include "rwcore.h"
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extern "C" {
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@ -242,6 +242,6 @@ ReplaceAtomicPipeCallback()
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_rxD3D8DualPassRenderCallback);
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}
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#endif // DUAL_PASS_RENDERING
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#endif // PS2_ALPHA_TEST
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#endif // !LIBRW
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