mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2025-01-19 07:30:57 +00:00
Fix -Wunused-variable warnings
unused variable
This commit is contained in:
parent
d72b17f3a2
commit
6f0fc9fcc1
30 changed files with 47 additions and 89 deletions
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@ -2616,7 +2616,6 @@ idEntity::RunPhysics
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bool idEntity::RunPhysics( void ) {
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int i, reachedTime, startTime, endTime;
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idEntity * part, *blockedPart, *blockingEntity;
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trace_t results;
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bool moved;
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// don't run physics if not enabled
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@ -31,6 +31,13 @@ If you have questions concerning this license or the applicable additional terms
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#include "Game_local.h"
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
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const float DEFAULT_GRAVITY = 1066.0f;
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const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY );
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const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f );
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#ifdef GAME_DLL
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idSys * sys = NULL;
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@ -4763,8 +4770,6 @@ idGameLocal::SelectTimeGroup
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============
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*/
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void idGameLocal::SelectTimeGroup( int timeGroup ) {
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int i = 0;
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if ( timeGroup ) {
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fast.Get( time, previousTime, msec, framenum, realClientTime );
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} else {
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@ -110,10 +110,11 @@ void gameError( const char *fmt, ... );
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//============================================================================
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const int MAX_GAME_MESSAGE_SIZE = 8192;
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const int MAX_ENTITY_STATE_SIZE = 512;
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const int ENTITY_PVS_SIZE = ((MAX_GENTITIES+31)>>5);
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
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#define MAX_GAME_MESSAGE_SIZE 8192
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#define MAX_ENTITY_STATE_SIZE 512
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#define ENTITY_PVS_SIZE ((MAX_GENTITIES+31)>>5)
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extern const int NUM_RENDER_PORTAL_BITS;
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typedef struct entityState_s {
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int entityNumber;
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@ -741,11 +742,10 @@ typedef enum {
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#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL)
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#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
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const float DEFAULT_GRAVITY = 1066.0f;
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#define DEFAULT_GRAVITY_STRING "1066"
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const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY );
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const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f );
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extern const float DEFAULT_GRAVITY;
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extern const idVec3 DEFAULT_GRAVITY_VEC3;
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extern const int CINEMATIC_SKIP_DELAY;
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//============================================================================
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@ -31,6 +31,8 @@ If you have questions concerning this license or the applicable additional terms
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#include "Game_local.h"
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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/*
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===============================================================================
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@ -8181,7 +8183,6 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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damage = 1;
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}
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int oldHealth = health;
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health -= damage;
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if ( health <= 0 ) {
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@ -70,8 +70,8 @@ const int DEATH_VOLUME = 15; // volume at death
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const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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extern const int ASYNC_PLAYER_INV_AMMO_BITS;
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extern const int ASYNC_PLAYER_INV_CLIP_BITS;
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struct idItemInfo {
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idStr name;
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@ -924,7 +924,6 @@ void idTarget_SetInfluence::Event_GatherEntities() {
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int i, listedEntities;
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idEntity *entityList[ MAX_GENTITIES ];
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bool demonicOnly = spawnArgs.GetBool( "effect_demonic" );
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bool lights = spawnArgs.GetBool( "effect_lights" );
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bool sounds = spawnArgs.GetBool( "effect_sounds" );
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bool guis = spawnArgs.GetBool( "effect_guis" );
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@ -1794,7 +1793,6 @@ idTarget_FadeSoundClass::Event_RestoreVolume
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void idTarget_FadeSoundClass::Event_RestoreVolume() {
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float fadeTime = spawnArgs.GetFloat( "fadeTime" );
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float fadeDB = spawnArgs.GetFloat( "fadeDB" );
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int fadeClass = spawnArgs.GetInt( "fadeClass" );
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// restore volume
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gameSoundWorld->FadeSoundClasses( 0, fadeDB, fadeTime );
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}
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@ -1253,7 +1253,6 @@ void idTrigger_Flag::Spawn( void ) {
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void idTrigger_Flag::Event_Touch( idEntity *other, trace_t *trace ) {
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bool bTrigger = false;
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idItemTeam * flag = NULL;
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if ( player ) {
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@ -3299,7 +3299,6 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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#ifdef _D3XP
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int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
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if ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) {
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return;
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}
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@ -3500,7 +3499,6 @@ void idWeapon::Event_LaunchProjectilesEllipse( int num_projectiles, float spread
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// avoid all ammo considerations on a client
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if ( !gameLocal.isClient ) {
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int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
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if ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) {
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return;
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}
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@ -70,16 +70,6 @@ void idAASLocal::DrawReachability( const idReachability *reach ) const {
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if ( gameLocal.GetLocalPlayer() ) {
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gameRenderWorld->DrawText( va( "%d", reach->edgeNum ), ( reach->start + reach->end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAxis );
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}
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switch( reach->travelType ) {
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case TFL_WALK: {
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const idReachability_Walk *walk = static_cast<const idReachability_Walk *>(reach);
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break;
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}
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default: {
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break;
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}
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}
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}
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/*
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@ -1513,7 +1513,6 @@ float idAI::TravelDistance( const idVec3 &start, const idVec3 &end ) const {
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int toArea;
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float dist;
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idVec2 delta;
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aasPath_t path;
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if ( !aas ) {
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// no aas, so just take the straight line distance
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@ -3874,7 +3873,6 @@ void idAI::UpdateEnemyPosition( void ) {
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int enemyAreaNum;
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int areaNum;
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aasPath_t path;
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predictedPath_t predictedPath;
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idVec3 enemyPos;
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bool onGround;
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@ -1792,7 +1792,6 @@ idAI::Event_TestChargeAttack
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=====================
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*/
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void idAI::Event_TestChargeAttack( void ) {
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trace_t trace;
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idActor *enemyEnt = enemy.GetEntity();
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predictedPath_t path;
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idVec3 end;
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@ -68,10 +68,6 @@ typedef struct {
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} classTypeInfo_t;
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static constantInfo_t constantInfo[] = {
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{ NULL, NULL, NULL }
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};
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static enumTypeInfo_t enumTypeInfo[] = {
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{ NULL, NULL }
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};
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@ -7904,10 +7904,10 @@ const float AF_VELOCITY_MAX = 16000;
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const int AF_VELOCITY_TOTAL_BITS = 16;
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const int AF_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_VELOCITY_MAX ) ) + 1;
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const int AF_VELOCITY_MANTISSA_BITS = AF_VELOCITY_TOTAL_BITS - 1 - AF_VELOCITY_EXPONENT_BITS;
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const float AF_FORCE_MAX = 1e20f;
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const int AF_FORCE_TOTAL_BITS = 16;
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const int AF_FORCE_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_FORCE_MAX ) ) + 1;
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const int AF_FORCE_MANTISSA_BITS = AF_FORCE_TOTAL_BITS - 1 - AF_FORCE_EXPONENT_BITS;
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//const float AF_FORCE_MAX = 1e20f;
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//const int AF_FORCE_TOTAL_BITS = 16;
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//const int AF_FORCE_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_FORCE_MAX ) ) + 1;
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//const int AF_FORCE_MANTISSA_BITS = AF_FORCE_TOTAL_BITS - 1 - AF_FORCE_EXPONENT_BITS;
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/*
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================
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@ -823,7 +823,6 @@ void idPhysics_Player::SpectatorMove( void ) {
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idVec3 wishdir;
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float scale;
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trace_t trace;
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idVec3 end;
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// fly movement
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@ -800,9 +800,6 @@ int idPush::TryRotatePushEntity( trace_t &results, idEntity *check, idClipModel
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SaveEntityPosition( check );
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newRotation.Set( rotation.GetOrigin(), rotation.GetVec(), checkAngle );
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// NOTE: this code prevents msvc 6.0 & 7.0 from screwing up the above code in
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// release builds moving less floats than it should
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static float shit = checkAngle;
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newRotation.RotatePoint( rotationPoint );
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@ -2524,7 +2524,6 @@ idEntity::RunPhysics
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bool idEntity::RunPhysics( void ) {
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int i, reachedTime, startTime, endTime;
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idEntity * part, *blockedPart, *blockingEntity;
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trace_t results;
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bool moved;
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// don't run physics if not enabled
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@ -31,6 +31,12 @@ If you have questions concerning this license or the applicable additional terms
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#include "Game_local.h"
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
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const float DEFAULT_GRAVITY = 1066.0f;
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const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY );
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const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f );
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#ifdef GAME_DLL
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idSys * sys = NULL;
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@ -110,10 +110,11 @@ void gameError( const char *fmt, ... );
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//============================================================================
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const int MAX_GAME_MESSAGE_SIZE = 8192;
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const int MAX_ENTITY_STATE_SIZE = 512;
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const int ENTITY_PVS_SIZE = ((MAX_GENTITIES+31)>>5);
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
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#define MAX_GAME_MESSAGE_SIZE 8192
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#define MAX_ENTITY_STATE_SIZE 512
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#define ENTITY_PVS_SIZE ((MAX_GENTITIES+31)>>5)
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extern const int NUM_RENDER_PORTAL_BITS;
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typedef struct entityState_s {
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int entityNumber;
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@ -682,11 +683,10 @@ typedef enum {
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#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL)
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#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
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const float DEFAULT_GRAVITY = 1066.0f;
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#define DEFAULT_GRAVITY_STRING "1066"
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const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY );
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const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f );
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extern const float DEFAULT_GRAVITY;
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extern const idVec3 DEFAULT_GRAVITY_VEC3;
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extern const int CINEMATIC_SKIP_DELAY;
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//============================================================================
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@ -31,6 +31,9 @@ If you have questions concerning this license or the applicable additional terms
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#include "Game_local.h"
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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/*
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===============================================================================
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@ -6816,7 +6819,6 @@ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
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damage = 1;
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}
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int oldHealth = health;
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health -= damage;
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if ( health <= 0 ) {
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@ -66,8 +66,8 @@ const int DEATH_VOLUME = 15; // volume at death
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const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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extern const int ASYNC_PLAYER_INV_AMMO_BITS;
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extern const int ASYNC_PLAYER_INV_CLIP_BITS;
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struct idItemInfo {
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idStr name;
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@ -904,7 +904,6 @@ void idTarget_SetInfluence::Event_GatherEntities() {
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int i, listedEntities;
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idEntity *entityList[ MAX_GENTITIES ];
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bool demonicOnly = spawnArgs.GetBool( "effect_demonic" );
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bool lights = spawnArgs.GetBool( "effect_lights" );
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bool sounds = spawnArgs.GetBool( "effect_sounds" );
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bool guis = spawnArgs.GetBool( "effect_guis" );
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@ -1758,7 +1757,6 @@ idTarget_FadeSoundClass::Event_RestoreVolume
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void idTarget_FadeSoundClass::Event_RestoreVolume() {
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float fadeTime = spawnArgs.GetFloat( "fadeTime" );
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float fadeDB = spawnArgs.GetFloat( "fadeDB" );
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int fadeClass = spawnArgs.GetInt( "fadeClass" );
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// restore volume
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gameSoundWorld->FadeSoundClasses( 0, fadeDB, fadeTime );
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}
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@ -70,16 +70,6 @@ void idAASLocal::DrawReachability( const idReachability *reach ) const {
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if ( gameLocal.GetLocalPlayer() ) {
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gameRenderWorld->DrawText( va( "%d", reach->edgeNum ), ( reach->start + reach->end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAxis );
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}
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switch( reach->travelType ) {
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case TFL_WALK: {
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const idReachability_Walk *walk = static_cast<const idReachability_Walk *>(reach);
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break;
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}
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default: {
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break;
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}
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}
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}
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/*
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@ -1431,7 +1431,6 @@ float idAI::TravelDistance( const idVec3 &start, const idVec3 &end ) const {
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int toArea;
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float dist;
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idVec2 delta;
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aasPath_t path;
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if ( !aas ) {
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// no aas, so just take the straight line distance
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@ -3758,7 +3757,6 @@ void idAI::UpdateEnemyPosition( void ) {
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int enemyAreaNum;
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int areaNum;
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aasPath_t path;
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predictedPath_t predictedPath;
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idVec3 enemyPos;
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bool onGround;
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@ -1643,7 +1643,6 @@ idAI::Event_TestChargeAttack
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=====================
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*/
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void idAI::Event_TestChargeAttack( void ) {
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trace_t trace;
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idActor *enemyEnt = enemy.GetEntity();
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predictedPath_t path;
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idVec3 end;
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@ -68,10 +68,6 @@ typedef struct {
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} classTypeInfo_t;
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static constantInfo_t constantInfo[] = {
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{ NULL, NULL, NULL }
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};
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static enumTypeInfo_t enumTypeInfo[] = {
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{ NULL, NULL }
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};
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@ -7903,10 +7903,10 @@ const float AF_VELOCITY_MAX = 16000;
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const int AF_VELOCITY_TOTAL_BITS = 16;
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const int AF_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_VELOCITY_MAX ) ) + 1;
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const int AF_VELOCITY_MANTISSA_BITS = AF_VELOCITY_TOTAL_BITS - 1 - AF_VELOCITY_EXPONENT_BITS;
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const float AF_FORCE_MAX = 1e20f;
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const int AF_FORCE_TOTAL_BITS = 16;
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const int AF_FORCE_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_FORCE_MAX ) ) + 1;
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const int AF_FORCE_MANTISSA_BITS = AF_FORCE_TOTAL_BITS - 1 - AF_FORCE_EXPONENT_BITS;
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//const float AF_FORCE_MAX = 1e20f;
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//const int AF_FORCE_TOTAL_BITS = 16;
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//const int AF_FORCE_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( AF_FORCE_MAX ) ) + 1;
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//const int AF_FORCE_MANTISSA_BITS = AF_FORCE_TOTAL_BITS - 1 - AF_FORCE_EXPONENT_BITS;
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/*
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================
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@ -823,7 +823,6 @@ void idPhysics_Player::SpectatorMove( void ) {
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idVec3 wishdir;
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float scale;
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trace_t trace;
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idVec3 end;
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// fly movement
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@ -800,9 +800,6 @@ int idPush::TryRotatePushEntity( trace_t &results, idEntity *check, idClipModel
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SaveEntityPosition( check );
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newRotation.Set( rotation.GetOrigin(), rotation.GetVec(), checkAngle );
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// NOTE: this code prevents msvc 6.0 & 7.0 from screwing up the above code in
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// release builds moving less floats than it should
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static float shit = checkAngle;
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newRotation.RotatePoint( rotationPoint );
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@ -333,7 +333,7 @@ idCurve::SetConstantSpeed
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*/
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template< class type >
|
||||
ID_INLINE void idCurve<type>::SetConstantSpeed( const float totalTime ) {
|
||||
int i, j;
|
||||
int i;
|
||||
float *length, totalLength, scale, t;
|
||||
|
||||
length = (float *) _alloca16( values.Num() * sizeof( float ) );
|
||||
|
@ -777,7 +777,6 @@ idCurve_QuadraticBezier::BasisSecondDerivative
|
|||
*/
|
||||
template< class type >
|
||||
ID_INLINE void idCurve_QuadraticBezier<type>::BasisSecondDerivative( const float t, float *bvals ) const {
|
||||
float s1 = (float) ( t - this->times[0] ) / ( this->times[2] - this->times[0] );
|
||||
bvals[0] = 2.0f;
|
||||
bvals[1] = -4.0f;
|
||||
bvals[2] = 2.0f;
|
||||
|
|
|
@ -3124,8 +3124,6 @@ void TestGetTextureSpaceLightVectors( void ) {
|
|||
int i, j;
|
||||
TIME_TYPE start, end, bestClocksGeneric, bestClocksSIMD;
|
||||
ALIGN16( idDrawVert drawVerts[COUNT] );
|
||||
ALIGN16( idVec4 texCoords1[COUNT] );
|
||||
ALIGN16( idVec4 texCoords2[COUNT] );
|
||||
ALIGN16( int indexes[COUNT*3] );
|
||||
ALIGN16( idVec3 lightVectors1[COUNT] );
|
||||
ALIGN16( idVec3 lightVectors2[COUNT] );
|
||||
|
@ -3191,8 +3189,6 @@ void TestGetSpecularTextureCoords( void ) {
|
|||
ALIGN16( idVec4 texCoords1[COUNT] );
|
||||
ALIGN16( idVec4 texCoords2[COUNT] );
|
||||
ALIGN16( int indexes[COUNT*3] );
|
||||
ALIGN16( idVec3 lightVectors1[COUNT] );
|
||||
ALIGN16( idVec3 lightVectors2[COUNT] );
|
||||
idVec3 lightOrigin, viewOrigin;
|
||||
const char *result;
|
||||
|
||||
|
|
Loading…
Reference in a new issue