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https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
moved a bunch of function declarations to qcommon.h
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7ad28bf32f
commit
37377591a0
2 changed files with 13 additions and 11 deletions
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@ -257,7 +257,6 @@ void QDECL Com_ErrorExt( int code, int module, qbool realError, PRINTF_FORMAT_ST
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if ( code == ERR_DROP_NDP ) {
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#if !defined(DEDICATED)
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void CL_NDP_HandleError();
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CL_NDP_HandleError();
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#endif
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code = ERR_DROP;
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@ -1480,12 +1479,6 @@ qbool Hunk_CheckMark()
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void Hunk_Clear()
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{
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#ifndef DEDICATED
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extern void CL_ShutdownCGame();
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extern void CL_ShutdownUI();
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#endif
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extern void SV_ShutdownGameProgs();
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#ifndef DEDICATED
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CL_ShutdownCGame();
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CL_ShutdownUI();
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@ -2516,7 +2509,6 @@ void Com_Frame( qbool demoPlayback )
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{
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if ( setjmp(abortframe) ) {
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#ifndef DEDICATED
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void CL_AbortFrame();
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CL_AbortFrame();
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#endif
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return; // an ERR_DROP was thrown
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@ -2598,8 +2590,6 @@ void Com_Frame( qbool demoPlayback )
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// client system
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//
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if ( !com_dedicated->integer ) {
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// @TODO:
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void R_WaitBeforeInputSampling();
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R_WaitBeforeInputSampling();
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//
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@ -1049,6 +1049,11 @@ void CL_PacketEvent( netadr_t from, msg_t *msg );
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void CL_ConsolePrint( const char* s );
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void CL_AbortFrame();
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void CL_ShutdownCGame();
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void CL_ShutdownUI();
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void CL_MapLoading( void );
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// do a screen update before starting to load a map
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// when the server is going to load a new map, the entire hunk
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@ -1089,6 +1094,9 @@ void CL_DisableFramerateLimiter();
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void CL_SetMenuData( qboolean typeOnly );
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// sets GUI data for CVars registered by ui.qvm and cgame.qvm
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void CL_NDP_HandleError();
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// the new demo player's own error handler
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void Key_KeyNameCompletion( void (*callback)(const char *s) );
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// for /bind and /unbind auto-completion
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@ -1098,6 +1106,9 @@ void Key_WriteBindings( fileHandle_t f );
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void S_ClearSoundBuffer( void );
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// call before filesystem access
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void R_WaitBeforeInputSampling();
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// delays input sampling when V-Sync is enabled to reduce input latency
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//
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// server interface
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@ -1108,6 +1119,7 @@ void SV_Frame( int msec );
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int SV_FrameSleepMS(); // the number of milli-seconds Com_Frame should sleep
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void SV_PacketEvent( const netadr_t& from, msg_t* msg );
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qbool SV_GameCommand();
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void SV_ShutdownGameProgs();
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//
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