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https://github.com/id-Software/DOOM-3-BFG.git
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Applied Astyle
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d212e5b948
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3 changed files with 8 additions and 6 deletions
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@ -64,6 +64,8 @@ This patch also contains a couple of func_group related bugfixes. func_group wor
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[MISCELLANEOUS]
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* Stencil shadows work again (thanks to Stephen Pridham)
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* Added CMake options STANDALONE and DOOM_CLASSIC
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* Added command convertMapQuakeToDoom `<map>` that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes
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@ -817,7 +817,7 @@ void idCinematicLocal::FFMPEGReset()
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//startTime = 0;
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framePos = -1;
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// SRS - If we have an ffmpeg audio context and are not looping, or skipLag is true, reset audio to release any stale buffers
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if( dec_ctx2 && ( !( looping && status == FMV_EOF ) || skipLag ) )
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{
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@ -934,7 +934,7 @@ bool idCinematicLocal::InitFromBinkDecFile( const char* qpath, bool amilooping )
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void idCinematicLocal::BinkDecReset()
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{
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framePos = -1;
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// SRS - If we have bink audio tracks, reset audio to release any stale buffers (even if looping)
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if( audioTracks > 0 )
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{
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@ -989,7 +989,7 @@ bool idCinematicLocal::InitFromFile( const char* qpath, bool amilooping )
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temp = fileName.StripFileExtension() + ".bik";
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skipLag = false; // SRS - Enable lag buffer for ffmpeg bik decoder AV sync
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// SRS - Support RoQ cinematic playback via ffmpeg decoder - better quality plus audio support
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// SRS - Support RoQ cinematic playback via ffmpeg decoder - better quality plus audio support
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}
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else
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{
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@ -998,7 +998,7 @@ bool idCinematicLocal::InitFromFile( const char* qpath, bool amilooping )
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skipLag = true; // SRS - Disable lag buffer for ffmpeg RoQ decoder AV sync
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}
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{
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// SRS End
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// SRS End
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animationLength = 0;
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fileName = temp;
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@ -1084,7 +1084,7 @@ void idCinematicLocal::Close()
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if( dec_ctx2 )
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{
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avcodec_free_context( &dec_ctx2 );
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// SRS - Free resample context if we were decoding planar audio
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if( swr_ctx )
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{
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@ -247,7 +247,7 @@ void CinematicAudio_OpenAL::ShutdownAudio()
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{
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alDeleteBuffers( NUM_BUFFERS, alMusicBuffercin );
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}
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while( !tBuffer.empty() )
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{
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uint8_t* tempdata = tBuffer.front();
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