Removed some dead code.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2075 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 0 additions and 426 deletions
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@ -155,8 +155,6 @@ int scenepp_ww_parm_texture1i;
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int scenepp_ww_parm_texture2i;
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int scenepp_ww_parm_ampscalef;
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int scenepp_bloom_program;
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// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
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// I put it here so that only this file need be changed when messing with the post
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// processing shaders
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@ -225,39 +223,9 @@ void GL_InitSceneProcessingShaders_WaterWarp (void)
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if (qglGetError())
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Con_Printf("GL Error initing shader object\n");
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}
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void GL_InitSceneProcessingShaders_Bloom(void)
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{
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int texnum;
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char *genericvert = "\
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varying vec2 v_texCoord0;\
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/*varying vec2 v_texCoord1;*/\
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/*varying vec2 v_texCoord2;*/\
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void main (void)\
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{\
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vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
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gl_Position = gl_ModelViewProjectionMatrix * v;\
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v_texCoord0 = gl_MultiTexCoord0.xy;\
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/*v_texCoord1 = gl_MultiTexCoord1.xy;*/\
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/*v_texCoord2 = gl_MultiTexCoord2.xy;*/\
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}\
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";
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char *frag = COM_LoadTempFile("bloom.glsl");
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if (!frag)
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return;
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scenepp_bloom_program = GLSlang_CreateProgram(NULL, genericvert, frag);
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if (!scenepp_bloom_program)
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return;
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texnum = GLSlang_GetUniformLocation(scenepp_bloom_program, "theTexture0");
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GLSlang_SetUniform1i(texnum, 0);
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}
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void GL_InitSceneProcessingShaders (void)
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{
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GL_InitSceneProcessingShaders_WaterWarp();
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GL_InitSceneProcessingShaders_Bloom();
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}
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#define PP_WARP_TEX_SIZE 64
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@ -674,167 +642,6 @@ void R_DrawSpriteModel (entity_t *e)
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if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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#if 0
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extern int gldepthfunc;
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typedef struct decal_s {
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vec3_t origin;
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vec3_t normal;
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int modelindex;
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float endtime;
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float starttime;
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float size;
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struct decal_s *next;
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} decal_t;
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decal_t *firstdecal;
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void vectoangles(vec3_t vec, vec3_t ang);
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void R_DrawDecals(void)
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{
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// vec3_t point;
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// vec3_t right, up;
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entity_t ent;
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extern int cl_spikeindex;
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extern model_t mod_known[];
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decal_t *dec = firstdecal;
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// glDisable(GL_TEXTURE_2D);
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glDisable (GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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// glDepthFunc(GL_LEQUAL);
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// glDisable(GL_CULL_TEST);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_Bind(particletexture);
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// glDepthMask(0);
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0, 0, 0, 0.5);
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// glClearStencil(0x0);
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// glEnable(GL_STENCIL_TEST);
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memset(&ent, 0, sizeof(ent));
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while(dec)
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{
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// if (dec->modelindex)
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{
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ent.origin[0] = dec->origin[0];
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ent.origin[1] = dec->origin[1];
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ent.origin[2] = dec->origin[2];
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ent.angles[0] = -dec->normal[0];
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ent.angles[1] = -dec->normal[1];
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ent.angles[2] = -dec->normal[2];
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vectoangles(ent.angles, ent.angles);
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ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
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currententity = &ent;
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switch(currententity->model->type)
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{
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case mod_alias:
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R_DrawAliasModel(currententity);
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break;
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case mod_alias3:
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R_DrawAlias3Model(currententity);
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break;
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}
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dec = dec->next;
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continue;
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}
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/*
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PerpendicularVector(up, dec->normal);
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CrossProduct(dec->normal, up, right);
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#if 0
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc (GL_ALWAYS, 0x1, 0x1);
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glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glBegin(GL_QUADS);
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glVertex2f (-1.0, 0.0);
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glVertex2f (0.0, 1.0);
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glVertex2f (1.0, 0.0);
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glVertex2f (0.0, -1.0);
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glEnd();
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glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
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glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
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#endif
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// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0.5);
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VectorMA (dec->origin, dec->size, up, point);
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VectorMA (point, -dec->size, right, point);
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glVertex3fv (point);
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glTexCoord2f (0, 0);
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VectorMA (dec->origin, -dec->size, up, point);
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VectorMA (point, -dec->size, right, point);
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glVertex3fv (point);
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glTexCoord2f (0.5, 0);
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VectorMA (dec->origin, -dec->size, up, point);
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VectorMA (point, dec->size, right, point);
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glVertex3fv (point);
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glTexCoord2f (0.5, 0.5);
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VectorMA (dec->origin, dec->size, up, point);
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VectorMA (point, dec->size, right, point);
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glVertex3fv (point);
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glEnd ();
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dec = dec->next;
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*/
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}
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// glDisable(GL_STENCIL_TEST);
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// glDepthMask(1);
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glEnable(GL_TEXTURE_2D);
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glDisable (GL_BLEND);
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// glDepthFunc(gldepthfunc);
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}
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void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
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void GLR_AddDecals(vec3_t org)
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{
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decal_t *dec;
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vec3_t end, impact, norm;
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vec3_t dir[] = {
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{0, 0, 10},
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{0, 0, -10},
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{0, 10, 0},
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{0, -10, 0},
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{10, 0, 0},
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{-10, 0, 0}
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};
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int i;
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#define STOP_EPSILON 0.01
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return;
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for (i = 0; i < 6; i++)
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{
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VectorAdd(org, dir[i], end);
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TraceLineN(org, end, impact, norm);
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if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
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{
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dec = Z_Malloc(sizeof(decal_t));
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VectorCopy(norm, dec->normal);
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// VectorCopy(impact, dec->origin);
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VectorMA(impact, STOP_EPSILON, norm, dec->origin);
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dec->next = firstdecal;
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firstdecal = dec;
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}
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}
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}
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#endif
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//==================================================================================
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@ -954,127 +761,7 @@ R_DrawViewModel
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*/
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void GLR_DrawViewModel (void)
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{
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/*
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// float ambient[4], diffuse[4];
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// int j;
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// int lnum;
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// vec3_t dist;
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// float add;
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// dlight_t *dl;
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// int ambientlight, shadelight;
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static struct model_s *oldmodel[MAX_SPLITS];
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static float lerptime[MAX_SPLITS];
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static int prevframe[MAX_SPLITS];
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#ifdef SIDEVIEWS
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extern qboolean r_secondaryview;
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if (r_secondaryview==1)
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return;
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#endif
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if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
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return;
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if (envmap)
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return;
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#ifdef Q2CLIENT
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if (cls.q2server)
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return;
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#endif
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if (!r_drawentities.value)
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return;
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if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
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return;
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if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
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return;
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currententity = &cl.viewent[r_refdef.currentplayernum];
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if (!currententity->model)
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return;
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// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
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{
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if (currententity->model->particleeffect>=0)
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{
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if (currententity->model->particleengulphs)
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{
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if (gl_part_flame.value)
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{
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P_TorchEffect(currententity->origin, currententity->model->particleeffect);
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currententity->model = NULL;
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return;
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}
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}
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else
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{
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if (gl_part_torch.value)
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{
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P_TorchEffect(currententity->origin, currententity->model->particleeffect);
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}
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}
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}
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}
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#ifdef PEXT_SCALE
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currententity->scale = 1;
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#endif
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if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
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currententity->alpha = r_drawviewmodel.value;
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else
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currententity->alpha = 1;
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if (currententity->frame != prevframe[r_refdef.currentplayernum])
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{
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currententity->oldframe = prevframe[r_refdef.currentplayernum];
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lerptime[r_refdef.currentplayernum] = realtime;
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}
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prevframe[r_refdef.currentplayernum] = currententity->frame;
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if (currententity->model != oldmodel[r_refdef.currentplayernum])
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{
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oldmodel[r_refdef.currentplayernum] = currententity->model;
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currententity->oldframe = currententity->frame;
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lerptime[r_refdef.currentplayernum] = realtime;
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}
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currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
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if (currententity->lerptime<0)currententity->lerptime=0;
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if (currententity->lerptime>1)currententity->lerptime=1;
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currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
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switch(currententity->model->type)
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{
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case mod_sprite:
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R_DrawSpriteModel (currententity);
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break;
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case mod_alias:
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R_DrawGAliasModel (currententity);
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break;
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#ifdef HALFLIFEMODELS
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case mod_halflife:
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R_DrawHLModel (currententity);
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break;
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#else
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case mod_halflife: //no gcc warning please
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break;
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#endif
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//we don't support these as view models
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case mod_brush:
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case mod_dummy:
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break;
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}
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*/
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}
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@ -1731,119 +1418,6 @@ void R_Clear (void)
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qglDepthRange (gldepthmin, gldepthmax);
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}
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//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
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/*
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=============
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R_Mirror
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=============
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*/
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/*
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void CL_AddFlagModels (entity_t *ent, int team);
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void R_MirrorAddPlayerModels (void)
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{
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extern int cl_playerindex;
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extern cvar_t cl_predict_players, cl_predict_players2;
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player_state_t *state;
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player_state_t exact;
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player_info_t *info=cl.players + cl.playernum[0];
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double playertime;
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entity_t *ent;
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int msec;
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frame_t *frame;
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int oldphysent;
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extern cvar_t spectator;
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playertime = realtime - cls.latency + 0.02;
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if (playertime > realtime)
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playertime = realtime;
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frame = &cl.frames[cl.parsecount&UPDATE_MASK];
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state=&frame->playerstate[cl.playernum[0]];
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if (!state->modelindex || spectator.value)
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return;
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = cl.playernum[0]+1;
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ent->model = cl.model_precache[state->modelindex];
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ent->skinnum = state->skinnum;
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ent->frame = state->frame;
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ent->oldframe = state->oldframe;
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if (state->lerpstarttime)
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{
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ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
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if (ent->lerptime < 0)
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ent->lerptime = 0;
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}
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else
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ent->lerptime = 0;
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ent->colormap = cl.players[cl.playernum[0]].translations;
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if (state->modelindex == cl_playerindex)
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ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
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else
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ent->scoreboard = NULL;
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#ifdef PEXT_SCALE
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ent->scale = state->scale;
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if (!ent->scale)
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ent->scale = 1;
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#endif
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#ifdef PEXT_TRANS
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ent->alpha = state->trans;
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if (!ent->alpha)
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ent->alpha = 1;
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#endif
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//
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// angles
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//
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ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
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ent->angles[YAW] = r_refdef.viewangles[YAW];
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// ent->angles[ROLL] = 0;
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ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
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AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
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VectorInverse(ent->axis[1]);
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// only predict half the move to minimize overruns
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msec = 500*(playertime - state->state_time);
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if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
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{
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VectorCopy (state->origin, ent->origin);
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//Con_DPrintf ("nopredict\n");
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}
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else
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{
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// predict players movement
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if (msec > 255)
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msec = 255;
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state->command.msec = msec;
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//Con_DPrintf ("predict: %i\n", msec);
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oldphysent = pmove.numphysent;
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CL_SetSolidPlayers (cl.playernum[0]);
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CL_PredictUsercmd (0, state, &exact, &state->command);
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pmove.numphysent = oldphysent;
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VectorCopy (exact.origin, ent->origin);
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}
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VectorCopy(cl.simorg[0], ent->origin);
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if (state->effects & QWEF_FLAG1)
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CL_AddFlagModels (ent, 0);
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else if (state->effects & QWEF_FLAG2)
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CL_AddFlagModels (ent, 1);
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if (info->vweapindex)
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CL_AddVWeapModel(ent, info->vweapindex);
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}
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*/
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void R_Mirror (void)
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{
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msurface_t *s, *prevs, *prevr, *rejects;
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