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https://github.com/TTimo/GtkRadiant.git
synced 2025-01-25 02:41:22 +00:00
reduce diff noise
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parent
6649445a46
commit
bf2da7441f
12 changed files with 129 additions and 146 deletions
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@ -39,7 +39,7 @@ void Save256Image( const char *name, byte *pixels, byte *palette,
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void LoadTGA( const char *filename, byte **pixels, int *width, int *height );
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void LoadTGABuffer( const byte *buffer, const byte* enddata, byte **pic, int *width, int *height );
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void WriteTGA( const char *filename, byte *data, int width, int height );
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int LoadJPGBuff( void *src_buffer, int src_size, unsigned char **pic, int *width, int *height );
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void WriteTGAGray (const char *filename, byte *data, int width, int height);
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int LoadJPGBuff( void *src_buffer, int src_size, unsigned char **pic, int *width, int *height );
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void Load32BitImage( const char *name, unsigned **pixels, int *width, int *height );
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@ -318,22 +318,10 @@ void BuildFaceTree_r( node_t *node, face_t *list ){
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}
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}
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#if 0
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if((node->compileFlags & C_DETAIL) && isstruct)
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Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf1\n", node->has_structural_children);
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#endif
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for ( i = 0 ; i < 2 ; i++ ) {
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BuildFaceTree_r( node->children[i], childLists[i] );
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node->has_structural_children |= node->children[i]->has_structural_children;
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}
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#if 0
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if((node->compileFlags & C_DETAIL) && !(node->children[0]->compileFlags & C_DETAIL) && node->children[0]->planenum != PLANENUM_LEAF)
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Sys_FPrintf(SYS_ERR, "I am detail, my child is structural\n", node->has_structural_children);
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if((node->compileFlags & C_DETAIL) && isstruct)
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Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf2\n", node->has_structural_children);
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#endif
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}
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@ -41,6 +41,7 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
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content and surface flags - also uses defines from game_quake3.h
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------------------------------------------------------------------------------- */
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#define UNV_CONT_NOALIENBUILD 0x1000
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#define UNV_CONT_NOHUMANBUILD 0x2000
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#define UNV_CONT_NOBUILD 0x4000
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@ -90,13 +91,11 @@ game_t struct
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/* default */
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{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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/* ydnar */
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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/* compiler */
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{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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@ -111,7 +110,6 @@ game_t struct
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{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
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@ -144,7 +142,6 @@ game_t struct
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{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
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/* unvanquished */
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{"noalienbuild", UNV_CONT_NOALIENBUILD, 0, 0, 0, 0, 0 },
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{"nohumanbuild", UNV_CONT_NOHUMANBUILD, 0, 0, 0, 0, 0 },
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@ -154,13 +151,10 @@ game_t struct
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{"nohumanbuildsurface", 0, 0, UNV_SURF_NOHUMANBUILDSURFACE, 0, 0, 0 },
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{"nobuildsurface", 0, 0, UNV_SURF_NOBUILDSURFACE, 0, 0, 0 },
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/* null */
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{ NULL, 0, 0, 0, 0, 0, 0 }
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}
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}
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/* end marker */
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#endif
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@ -1596,8 +1596,9 @@ void DirtyRawLightmap( int rawLightmapNum ){
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static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal ){
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int i, *cluster, *cluster2;
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float *origin, *origin2, *normal;
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vec3_t originVecs[ 2 ];
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float *origin, *origin2, *normal; //% , *normal2;
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vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
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/* calulate x vector */
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if ( ( x < ( lm->sw - 1 ) && bx >= 0.0f ) || ( x == 0 && bx <= 0.0f ) ) {
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@ -2784,7 +2785,6 @@ void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned i
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bspShader_t *shader;
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shaderInfo_t *si;
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
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@ -2822,11 +2822,11 @@ void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned i
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/* or together compile flags */
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compileFlags |= si->compileFlags;
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allCompileFlags &= si->compileFlags;
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}
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/* determine if this brush is opaque to light */
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if( (compileFlags & mask_any) == test_any && (allCompileFlags & mask_all) == test_all )
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{
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if ( ( compileFlags & mask_any ) == test_any && ( allCompileFlags & mask_all ) == test_all ) {
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opaqueBrushes[ b >> 3 ] |= ( 1 << ( b & 7 ) );
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numOpaqueBrushes++;
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maxOpaqueBrush = i;
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@ -2836,8 +2836,7 @@ void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned i
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/* emit some statistics */
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Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
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}
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void SetupBrushes( void )
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{
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void SetupBrushes( void ){
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SetupBrushesFlags( C_TRANSLUCENT, 0, 0, 0 );
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}
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@ -249,8 +249,9 @@ int main( int argc, char **argv ){
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}
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/* div0: minimap */
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else if( !strcmp( argv[ 1 ], "-minimap" ) )
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else if ( !strcmp( argv[ 1 ], "-minimap" ) ) {
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r = MiniMapBSPMain( argc - 1, argv + 1 );
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}
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/* ydnar: otherwise create a bsp */
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else{
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@ -389,8 +389,7 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
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{
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dv->lightmap[ j ][ 0 ] = 0.0f;
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dv->lightmap[ j ][ 1 ] = 0.0f;
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if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
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{
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if ( spawnFlags & 32 ) { // spawnflag 32: model color -> alpha hack
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dv->color[ j ][ 0 ] = 255.0f;
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dv->color[ j ][ 1 ] = 255.0f;
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dv->color[ j ][ 2 ] = 255.0f;
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@ -64,9 +64,8 @@ void WriteFloat( FILE *f, vec_t v ){
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}
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}
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void CountVisportals_r(node_t *node)
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{
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int i, s;
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void CountVisportals_r( node_t *node ){
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int s;
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portal_t *p;
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winding_t *w;
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vec3_t normal;
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{
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w = p->winding;
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s = ( p->nodes[1] == node );
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if (w && p->nodes[0] == node)
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{
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if (!PortalPassable(p))
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if ( w && p->nodes[0] == node ) {
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if ( !PortalPassable( p ) ) {
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continue;
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if(p->nodes[0]->cluster == p->nodes[1]->cluster)
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}
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if ( p->nodes[0]->cluster == p->nodes[1]->cluster ) {
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continue;
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}
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++num_visportals;
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}
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}
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@ -129,8 +129,9 @@ void WritePortalFile_r( node_t *node ){
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if ( !PortalPassable( p ) ) {
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continue;
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}
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if(p->nodes[0]->cluster == p->nodes[1]->cluster)
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if ( p->nodes[0]->cluster == p->nodes[1]->cluster ) {
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continue;
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}
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--num_visportals;
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// write out to the file
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@ -139,8 +140,8 @@ void WritePortalFile_r( node_t *node ){
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// plane the same way vis will, and flip the side orders if needed
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// FIXME: is this still relevent?
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WindingPlane( w, normal, &dist );
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if ( DotProduct (p->plane.normal, normal) < 0.99 )
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{ // backwards...
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if ( DotProduct( p->plane.normal, normal ) < 0.99 ) { // backwards...
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fprintf( pf,"%i %i %i ",w->numpoints, p->nodes[1]->cluster, p->nodes[0]->cluster );
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}
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else{
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}
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void CountSolidFaces_r (node_t *node)
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{
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int i, s;
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void CountSolidFaces_r( node_t *node ){
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int s;
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portal_t *p;
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winding_t *w;
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{
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w = p->winding;
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s = ( p->nodes[1] == node );
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if (w)
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{
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if (PortalPassable(p))
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if ( w ) {
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if ( PortalPassable( p ) ) {
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continue;
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if(p->nodes[0]->cluster == p->nodes[1]->cluster)
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}
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if ( p->nodes[0]->cluster == p->nodes[1]->cluster ) {
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continue;
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}
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// write out to the file
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++num_solidfaces;
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@ -272,23 +273,23 @@ void WriteFaceFile_r( node_t *node ){
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NumberLeafs_r
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================
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*/
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void NumberLeafs_r (node_t *node, int c)
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{
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void NumberLeafs_r( node_t *node, int c ){
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#if 0
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portal_t *p;
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#endif
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if ( node->planenum != PLANENUM_LEAF ) {
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// decision node
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node->cluster = -99;
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if(node->has_structural_children)
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{
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if ( node->has_structural_children ) {
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NumberLeafs_r( node->children[0], c );
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NumberLeafs_r( node->children[1], c );
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}
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else
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{
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if(c < 0)
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if ( c < 0 ) {
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c = num_visclusters++;
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}
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NumberLeafs_r( node->children[0], c );
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NumberLeafs_r( node->children[1], c );
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}
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return;
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}
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if(c < 0)
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if ( c < 0 ) {
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c = num_visclusters++;
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}
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node->cluster = c;
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@ -1766,7 +1766,7 @@ void DirtyRawLightmap( int num );
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void IlluminateRawLightmap( int num );
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void IlluminateVertexes( int num );
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void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all );
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void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all );
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void SetupBrushes( void );
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void SetupClusters( void );
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qboolean ClusterVisible( int a, int b );
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@ -1897,7 +1897,7 @@ Q_EXTERN game_t games[]
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,
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#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
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,
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#include "game_unvanquished.h" /* must be after game_quake3.h as they share defines! */
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#include "game_unvanquished.h" /* must be after game_tremulous.h as they share defines! */
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,
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#include "game_tenebrae.h"
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,
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@ -2107,7 +2107,6 @@ Q_EXTERN qboolean nosort;
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Q_EXTERN qboolean saveprt;
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Q_EXTERN qboolean hint; /* ydnar */
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Q_EXTERN char inbase[ MAX_QPATH ];
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Q_EXTERN char inbase[ MAX_QPATH ];
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Q_EXTERN char globalCelShader[ MAX_QPATH ];
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/* other bits */
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@ -802,8 +802,9 @@ static void LoadShaderImages( shaderInfo_t *si ){
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*/
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shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
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if(!strcmp(shaderName, "noshader"))
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if ( !strcmp( shaderName, "noshader" ) ) {
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return NULL;
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}
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return ShaderInfoForShader( shaderName );
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}
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@ -1464,7 +1465,7 @@ static void ParseShaderFile( const char *filename ){
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si->lightmapSampleSize = atoi( token );
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}
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/* q3map_lightmapSampleSffset <value> */
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/* q3map_lightmapSampleOffset <value> */
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else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) {
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GetTokenAppend( shaderText, qfalse );
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si->lightmapSampleOffset = atof( token );
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