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Fix compiles without RTLIGHT. Update config_wastes.h
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6235 fc73d0e0-1445-4013-8a0c-d673dee63da5
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34e9917d76
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4 changed files with 49 additions and 31 deletions
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@ -2999,8 +2999,9 @@ void Surf_DrawWorld (void)
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{
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r_dynamic.modified = false;
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r_temporalscenecache.modified = false;
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#ifdef RTLIGHT
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Sh_CheckSettings(); //fiddle with r_dynamic vs r_shadow_realtime_dlight.
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#endif
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COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
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while (webostates)
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{
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@ -3214,8 +3215,10 @@ void Surf_DrawWorld (void)
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}
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#endif
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#ifdef RTLIGHT
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if (r_shadow_realtime_dlight.ival || currentmodel->type != mod_brush || !(currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife) || !currentmodel->funcs.MarkLights)
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r_dynamic.ival = -1;
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#endif
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Surf_PushChains(currentmodel->batches);
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@ -1,22 +1,27 @@
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/***
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*
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* Copyright (c) 2000-2019, Vera Visions. All rights reserved.
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* Copyright (c) 2000-2022, Vera Visions. All rights reserved.
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*
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****/
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/* branding defaults */
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#ifndef DEMO
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#define FULLENGINENAME "The Wastes"
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#define GAME_SHORTNAME "TW"
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#define GAME_BASEGAMES "platform","wastes"
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#define GAME_PROTOCOL "The-Wastes"
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#else
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#define FULLENGINENAME "The Wastes Demo"
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#define GAME_SHORTNAME "TWDemo"
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#define GAME_BASEGAMES "platform","demotw"
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#define GAME_PROTOCOL "TW-Demo"
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#endif
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#define BRANDING_ICON "wastes.ico"
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#define DISTRIBUTION "VTW"
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#define DISTRIBUTIONLONG "Vera Visions"
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#define FULLENGINENAME "The Wastes"
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#define ENGINEWEBSITE "https://www.vera-visions.com/"
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#define BRANDING_ICON "wastes.ico"
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/* FS rebranding */
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#define GAME_SHORTNAME "TW"
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#define GAME_FULLNAME FULLENGINENAME
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#define GAME_BASEGAMES "platform","wastes"
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#define GAME_PROTOCOL "The-Wastes"
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#define GAME_DEFAULTPORT 23000
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#define ENGINEWEBSITE "https://www.vera-visions.com/"
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#ifndef GLQUAKE
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#define GLQUAKE
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@ -41,7 +46,6 @@
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#define CSQC_DAT /* clientside qcvm */
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#define MENU_DAT /* persistent qcvm */
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#define PSET_SCRIPT /* scripts defining particles */
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#define RTLIGHTS /* only way FTE does dlights on Q3BSP basically */
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#define LOADERTHREAD /* multithreading related */
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#define USEAREAGRID /* leave it on, improves performance */
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#define AVAIL_DINPUT /* input for Windows */
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@ -49,6 +53,16 @@
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#define AVAIL_STBI /* avoid libpng/libjpeg dependancies */
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#define ENGINE_ROUTING /* engine-side, fast routing */
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#ifndef LEGACY_GPU
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#define RTLIGHTS
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#else
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#undef RTLIGHTS
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#endif
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#undef D3D9QUAKE /* MICROS~1 trash */
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#undef D3D11QUAKE /* MICROS~1 trash */
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#undef D3D8QUAKE /* MICROS~1 trash */
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/* uncompressed textures */
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#define IMAGEFMT_BMP /* sprays */
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#define IMAGEFMT_TGA
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@ -56,10 +70,8 @@
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/* compressed textures */
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#define IMAGEFMT_KTX
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#define DECOMPRESS_ETC2
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#define DECOMPRESS_S3TC
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#define DECOMPRESS_RGTC
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#define DECOMPRESS_BPTC
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#define DECOMPRESS_ASTC
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#define DECOMPRESS_S3TC
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/* To be able to comm with Frag-Net.com */
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#define HAVE_PACKET
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@ -89,25 +101,23 @@
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#define TERRAIN
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/* audio */
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#define USEEFX
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#undef AVAIL_OPENAL
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#define MIXER_F32
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#define HAVE_MIXER
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#define AVAIL_OPENAL
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#define AVAIL_OGGVORBIS
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#define HAVE_OPUS
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#define VOICECHAT
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#define AVAIL_DSOUND
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#undef AVAIL_XAUDIO2
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#define AVAIL_WASAPI
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/* Model formats, IQM/VVM and HLMDL for legacy maps */
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#define INTERQUAKEMODELS
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#define HALFLIFEMODELS
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/* physics */
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#undef USE_INTERNAL_ODE
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#undef USE_INTERNAL_BULLET
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#undef USERBE
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#undef RAGDOLL
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/* we don't need any of these */
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#undef IMAGEFMT_PCX
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#undef USE_INTERNAL_BULLET
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#undef USE_INTERNAL_ODE
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#undef PACKAGE_DOOMWAD
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#undef DOOMWADS
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#undef MAP_PROC
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@ -126,9 +136,8 @@
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#undef PSKMODELS
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#undef MENU_NATIVECODE /* native menu replacing menuQC */
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#undef MVD_RECORDING /* server can record MVDs. */
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#undef D3D9QUAKE /* MICROS~1 trash */
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#undef D3D11QUAKE /* MICROS~1 trash */
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#undef D3D8QUAKE /* MICROS~1 trash */
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#undef AVAIL_WASAPI /* windows advanced sound api */
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#undef AVAIL_DSOUND /* MICROS~1 trash */
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#undef BOTLIB_STATIC /* q3 botlib */
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#undef AVAIL_XZDEC /* .xz decompression */
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#undef HAVE_SPEEX /* .xz decompression */
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@ -146,8 +155,6 @@
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#undef QUAKEHUD /* support for drawing the vanilla hud */
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#undef QWSKINS /* disabling this means no qw .pcx skins nor enemy/team skin/colour forcing */
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#undef SVRANKING /* legacy server-side ranking system */
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#undef USERBE /* required for physics */
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#undef RAGDOLL /* ragdoll support. requires RBE support */
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#define HUFFNETWORK /* crappy network compression. probably needs reseeding */
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#undef SVCHAT /* ancient lame builtin to support NPC-style chat.. */
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#undef VM_Q1 /* q1qvm implementation, to support ktx */
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@ -169,12 +176,13 @@
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#undef SIDEVIEWS
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#undef MAX_SPLITS
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#undef SUBSERVERS /* multi-map */
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#undef HAVE_MIXER /* OpenAL only */
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#undef VM_LUA /* lua game-logic */
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#undef HLCLIENT /* regressed, unfinished*/
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#undef HLSERVER /* regressed, unfinished */
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#undef FTPSERVER
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#undef HAVE_JUKEBO /* includes built-in jukebox */
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#undef HAVE_MEDIA_DECODER /* can play cin/roq, more with plugins */
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#define HAVE_MEDIA_DECODER /* can play cin/roq, more with plugins */
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#undef HAVE_MEDIA_ENCODER /* capture/capturedemo work */
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#undef HAVE_SPEECHTOTEXT /* Windows speech-to-text thing */
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#undef SAVEDGAMES
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@ -226,6 +234,10 @@
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-DLINK_INTERNAL_BULLET
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#endif
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#ifdef USE_INTERNAL_ODE
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-DODE_STATIC
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#endif
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/* disable static speex */
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#ifdef HAVE_SPEEX
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-DNO_SPEEX
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@ -560,11 +560,12 @@ static void Q3BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
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{
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surf = *msurf;
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#ifdef RTLIGHTS
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//only check each surface once. it can appear in multiple leafs.
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if (surf->shadowframe == sh_shadowframe)
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continue;
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surf->shadowframe = sh_shadowframe;
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#endif
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Fragment_Mesh(dec, surf->mesh, surf->texinfo);
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}
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return;
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@ -1062,7 +1062,9 @@ void Sh_PreGenerateLights(void);
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//Draws lights, called from the backend
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void Sh_DrawLights(qbyte *vis);
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void Sh_GenerateFakeShadows(void);
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#ifdef RTLIGHTS
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void Sh_CheckSettings(void);
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#endif
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void SH_FreeShadowMesh(struct shadowmesh_s *sm);
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//frees all memory
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void Sh_Shutdown(void);
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