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Get rid of Sys_FPU_StackIsEmpty()
Same as with Sys_FPU_GetState().
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16871256f8
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5 changed files with 0 additions and 36 deletions
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@ -2656,10 +2656,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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float ratio_x;
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float ratio_x;
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float ratio_y;
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float ratio_y;
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if ( !sys->FPU_StackIsEmpty() ) {
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Error( "idGameLocal::CalcFov: FPU stack not empty" );
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}
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// first, calculate the vertical fov based on a 640x480 view
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// first, calculate the vertical fov based on a 640x480 view
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x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
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x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
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y = atan2( 480.0f, x );
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y = atan2( 480.0f, x );
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@ -561,14 +561,6 @@ void idEvent::ServiceEvents( void ) {
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assert( event->object );
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assert( event->object );
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event->object->ProcessEventArgPtr( ev, args );
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event->object->ProcessEventArgPtr( ev, args );
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#if 0
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// event functions may never leave return values on the FPU stack
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// enable this code to check if any event call left values on the FPU stack
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if ( !sys->FPU_StackIsEmpty() ) {
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gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
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}
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#endif
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// return the event to the free list
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// return the event to the free list
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event->Free();
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event->Free();
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@ -661,14 +653,6 @@ void idEvent::ServiceFastEvents() {
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assert( event->object );
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assert( event->object );
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event->object->ProcessEventArgPtr( ev, args );
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event->object->ProcessEventArgPtr( ev, args );
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#if 0
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// event functions may never leave return values on the FPU stack
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// enable this code to check if any event call left values on the FPU stack
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if ( !sys->FPU_StackIsEmpty() ) {
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gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, event->eventdef->GetName() );
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}
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#endif
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// return the event to the free list
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// return the event to the free list
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event->Free();
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event->Free();
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@ -2391,10 +2391,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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float ratio_x;
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float ratio_x;
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float ratio_y;
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float ratio_y;
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if ( !sys->FPU_StackIsEmpty() ) {
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Error( "idGameLocal::CalcFov: FPU stack not empty" );
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}
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// first, calculate the vertical fov based on a 640x480 view
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// first, calculate the vertical fov based on a 640x480 view
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x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
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x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
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y = atan2( 480.0f, x );
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y = atan2( 480.0f, x );
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@ -528,14 +528,6 @@ void idEvent::ServiceEvents( void ) {
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assert( event->object );
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assert( event->object );
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event->object->ProcessEventArgPtr( ev, args );
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event->object->ProcessEventArgPtr( ev, args );
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#if 0
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// event functions may never leave return values on the FPU stack
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// enable this code to check if any event call left values on the FPU stack
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if ( !sys->FPU_StackIsEmpty() ) {
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gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
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}
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#endif
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// return the event to the free list
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// return the event to the free list
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event->Free();
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event->Free();
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@ -133,9 +133,6 @@ unsigned int Sys_Milliseconds( void );
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// returns a selection of the CPUID_* flags
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// returns a selection of the CPUID_* flags
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int Sys_GetProcessorId( void );
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int Sys_GetProcessorId( void );
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// returns true if the FPU stack is empty
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bool Sys_FPU_StackIsEmpty( void );
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// sets the FPU precision
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// sets the FPU precision
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void Sys_FPU_SetPrecision();
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void Sys_FPU_SetPrecision();
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@ -365,7 +362,6 @@ public:
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virtual unsigned int GetMilliseconds( void ) = 0;
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virtual unsigned int GetMilliseconds( void ) = 0;
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virtual int GetProcessorId( void ) = 0;
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virtual int GetProcessorId( void ) = 0;
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virtual bool FPU_StackIsEmpty( void ) = 0;
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virtual void FPU_SetFTZ( bool enable ) = 0;
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virtual void FPU_SetFTZ( bool enable ) = 0;
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virtual void FPU_SetDAZ( bool enable ) = 0;
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virtual void FPU_SetDAZ( bool enable ) = 0;
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