mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
9cd988a836
Fixed up cl_indepphysics. Sending is fully independent, bar sync points. Fixed so #if 0 works in qc code. Fixed up error conditions in qclib when features are not supported. The webpage generator will now refcount properly. Fixed error conditions when using glsl shaders. If MULTITHREAD is defined, r_loadlit will not light inside a separate thread. We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet. Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views). Fixed error conditions when attempting to download versioned csprogs. Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes. Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
87 lines
993 B
C
87 lines
993 B
C
#include "quakedef.h"
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qbyte vid_curpal[768];
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#ifdef IN_XFLIP
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cvar_t in_xflip = {"in_xflip", "0"};
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#endif
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qboolean SWVID_Init(rendererstate_t *info, unsigned char *palette)
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{
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return false;
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}
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void SWVID_ShiftPalette(unsigned char *p)
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{
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}
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void SWVID_SetPalette(unsigned char *palette)
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{
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}
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void SWVID_Shutdown(void)
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{
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}
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void SWVID_Update(vrect_t *rects)
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{
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}
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void Sys_SendKeyEvents(void)
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{
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}
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void SWD_BeginDirectRect(int x, int y, qbyte *pbitmap, int width, int height)
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{
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}
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void SWD_EndDirectRect(int x, int y, int width, int height)
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{
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}
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void SWVID_LockBuffer (void)
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{
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}
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void SWVID_UnlockBuffer (void)
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{
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}
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int SWVID_ForceUnlockedAndReturnState (void)
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{
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return 0;
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}
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void SWVID_ForceLockState (int lk)
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{
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}
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void SWVID_SetCaption(char *text)
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{
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}
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/*** Input ***/
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void IN_ReInit(void)
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{
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}
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void IN_Init(void)
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{
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#ifdef IN_XFLIP
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Cvar_Register (&in_xflip, "Input Controls");
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#endif
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}
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void IN_Shutdown(void)
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{
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}
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void IN_Commands(void)
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{
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}
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void IN_Move(float *movements, int pnum)
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{
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}
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