Less compile errors please.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3559 fc73d0e0-1445-4013-8a0c-d673dee63da5
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a963445415
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b3543a3b19
7 changed files with 27 additions and 62 deletions
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@ -118,9 +118,6 @@ qboolean Sys_remove (char *path)
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//someone used the 'quit' command
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void Sys_Quit (void)
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{
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if (VID_ForceUnlockedAndReturnState)
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VID_ForceUnlockedAndReturnState ();
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Host_Shutdown();
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exit (0);
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@ -720,25 +720,6 @@ static void (D3D9_VID_DeInit) (void)
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mainwindow = NULL;
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}
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}
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static void (D3D9_VID_LockBuffer) (void)
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{
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}
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static void (D3D9_VID_UnlockBuffer) (void)
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{
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}
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static void (D3D9_D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height)
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{
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}
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static void (D3D9_D_EndDirectRect) (int x, int y, int width, int height)
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{
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}
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static void (D3D9_VID_ForceLockState) (int lk)
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{
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}
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static int (D3D9_VID_ForceUnlockedAndReturnState) (void)
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{
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return 0;
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}
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static void (D3D9_VID_SetPalette) (unsigned char *palette)
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{
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@ -1904,8 +1904,9 @@ static void BE_SubmitMeshChain(void)
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int startv, starti, endv, endi;
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int m;
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mesh_t *mesh;
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extern cvar_t temp1;
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if (temp1.ival)
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/*
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if (qglLockArraysEXT)
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{
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endv = 0;
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startv = 0x7fffffff;
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@ -1921,7 +1922,7 @@ static void BE_SubmitMeshChain(void)
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}
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qglLockArraysEXT(startv, endv);
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}
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*/
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for (m = 0, mesh = shaderstate.meshes[0]; m < shaderstate.meshcount; )
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{
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startv = mesh->vbofirstvert;
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@ -1947,8 +1948,10 @@ static void BE_SubmitMeshChain(void)
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qglDrawRangeElements(GL_TRIANGLES, startv, endv, endi-starti, GL_INDEX_TYPE, shaderstate.sourcevbo->indicies + starti);
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}
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if (temp1.ival)
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/*
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if (qglUnlockArraysEXT)
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qglUnlockArraysEXT();
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*/
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}
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static void DrawPass(const shaderpass_t *pass)
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@ -899,11 +899,13 @@ static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
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}
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else if (!Q_stricmp (token, "$upperoverlay"))
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{
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shader->flags |= SHADER_HASTOPBOTTOM;
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pass->texgen = T_GEN_UPPEROVERLAY;
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pass->tcgen = TC_GEN_BASE;
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}
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else if (!Q_stricmp (token, "$loweroverlay"))
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{
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shader->flags |= SHADER_HASTOPBOTTOM;
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pass->texgen = T_GEN_LOWEROVERLAY;
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pass->tcgen = TC_GEN_BASE;
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}
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@ -2358,17 +2360,23 @@ void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
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if (!TEXVALID(tn->base))
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tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
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if (!TEXVALID(tn->bump) && gl_bump.ival)
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tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
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if (!TEXVALID(tn->bump) && gl_bump.ival)
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tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
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if (!TEXVALID(tn->bump) && gl_bump.ival)
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tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
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if (gl_bump.ival)
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{
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if (!TEXVALID(tn->bump))
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tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
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if (!TEXVALID(tn->bump))
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tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
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if (!TEXVALID(tn->bump))
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tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
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}
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if (!TEXVALID(tn->loweroverlay))
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tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
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if (!TEXVALID(tn->upperoverlay))
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tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
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if (shader->flags & SHADER_HASTOPBOTTOM)
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{
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if (!TEXVALID(tn->loweroverlay))
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tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
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if (!TEXVALID(tn->upperoverlay))
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tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
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}
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shader->defaulttextures = *tn;
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}
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@ -306,25 +306,6 @@ qboolean GLInitialise (char *renderer)
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return true;
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}
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// direct draw software compatability stuff
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void GLVID_ForceLockState (int lk)
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{
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}
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void GLVID_LockBuffer (void)
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{
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}
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void GLVID_UnlockBuffer (void)
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{
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}
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int GLVID_ForceUnlockedAndReturnState (void)
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{
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return 0;
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}
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void CenterWindow(HWND hWndCenter, int width, int height, BOOL lefttopjustify)
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{
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// RECT rect;
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@ -4149,12 +4149,6 @@ rendererinfo_t d3drendererinfo = {
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D3DVID_Init,
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GLVID_DeInit,
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GLVID_LockBuffer,
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GLVID_UnlockBuffer,
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GLD_BeginDirectRect,
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GLD_EndDirectRect,
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GLVID_ForceLockState,
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GLVID_ForceUnlockedAndReturnState,
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GLVID_SetPalette,
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GLVID_ShiftPalette,
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GLVID_GetRGBInfo,
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@ -309,7 +309,8 @@ struct shader_s
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SHADER_NODRAW = 1 << 14, //parsed only to pee off developers when they forget it on no-pass shaders.
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SHADER_NODLIGHT = 1 << 15, //from surfaceflags
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SHADER_HASLIGHTMAP = 1 << 16
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SHADER_HASLIGHTMAP = 1 << 16,
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SHADER_HASTOPBOTTOM = 1 << 17
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} flags;
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union {
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