Does this compile any better with dedicated servers?
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@170 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 6 additions and 6 deletions
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@ -4,7 +4,7 @@
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#ifdef __linux__
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void strlwr(char *s)
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{
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while(s)
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while(*s)
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{
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if (*s >= 'A' && *s <= 'Z')
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*s -= 'A' + 'a';
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@ -930,7 +930,7 @@ static void Triangulate_Sectors(dsector_t *sectorl, qboolean glbspinuse)
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sectorm[i].floorheight = sectorl[i].floorheight;
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}
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}
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#ifndef SERVERONLY
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static void *textures1;
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static void *textures2;
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static char *pnames;
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@ -1082,7 +1082,7 @@ static int Doom_LoadPatch(char *name)
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//all else failed.
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return Mod_LoadHiResTexture(name, true, false);
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}
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#endif
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static void CleanWalls(dsidedef_t *sidedefsl)
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{
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int i;
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@ -1484,7 +1484,7 @@ qboolean Mod_LoadDoomLevel(model_t *mod)
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COM_StripExtension(mod->name, name);
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if (!COM_LoadTempFile(va("%s", mod->name)))
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Host_EndGame("Wad map %s does not exist\n", mod->name);
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Sys_Error("Wad map %s does not exist\n", mod->name);
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gl_nodes = (void *)COM_LoadMallocFile (va("%s.gl_nodes", name));
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if (gl_nodes && com_filesize>0)
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@ -1514,9 +1514,9 @@ qboolean Mod_LoadDoomLevel(model_t *mod)
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sidedefsc = com_filesize/sizeof(*sidedefsl);
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blockmapl = (void *)COM_LoadMallocFile (va("%s.blockmap", name));
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// blockmaps = com_filesize;
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#ifndef SERVERONLY
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Doom_LoadTextureInfos();
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#endif
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blockmapofs = (unsigned short*)(blockmapl+1);
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if (!nodel || !sectorl || !segsl || !ssectorsl || !thingsl || !linedefsl || !sidedefsl || !vertexesl)
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