mirror of
https://git.code.sf.net/p/quake/newtree
synced 2025-05-30 08:40:39 +00:00
Okay, the big whitespace reformat. There is some silliness (case
statements, variable declarations), but all in all it's not bad.
This commit is contained in:
parent
b62d75a774
commit
54e2a4d9d3
172 changed files with 26949 additions and 26640 deletions
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@ -27,7 +27,7 @@
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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# include "config.h"
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#endif
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#include "cmd.h"
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#include "console.h"
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@ -38,8 +38,8 @@
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#define MAX_FIRES 128 // rocket flames
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static fire_t r_fires[MAX_FIRES];
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extern cvar_t *gl_fires;
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static fire_t r_fires[MAX_FIRES];
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extern cvar_t *gl_fires;
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/*
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R_AddFire
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@ -47,39 +47,38 @@ extern cvar_t *gl_fires;
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Nifty ball of fire GL effect. Kinda a meshing of the dlight and
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particle engine code.
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*/
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float r_firecolor[3] = {0.9, 0.4, 0};
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float r_firecolor[3] = { 0.9, 0.4, 0 };
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void
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R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
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{
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float len;
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fire_t *f;
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dlight_t *dl;
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vec3_t vec;
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int key;
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float len;
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fire_t *f;
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dlight_t *dl;
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vec3_t vec;
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int key;
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if (!gl_fires->int_val)
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return;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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key = ent-cl_visedicts+1;
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key = ent - cl_visedicts + 1;
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if (len)
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{
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if (len) {
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f = R_AllocFire (key);
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VectorCopy (end, f->origin);
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VectorCopy (start, f->owner);
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f->size = 20;
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f->die = cl.time + 0.5;
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f->decay = -1;
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f->color=r_firecolor;
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f->color = r_firecolor;
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dl = CL_AllocDlight (key);
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VectorCopy (end, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.5;
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dl->color=r_firecolor;
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dl->color = r_firecolor;
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}
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}
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@ -88,30 +87,29 @@ R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
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Clears out and returns a new fireball
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*/
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fire_t *
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fire_t *
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R_AllocFire (int key)
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{
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int i;
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fire_t *f;
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if (key) // first try to find/reuse a keyed spot
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int i;
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fire_t *f;
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if (key) // first try to find/reuse a keyed
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// spot
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{
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++)
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if (f->key == key)
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{
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memset (f, 0, sizeof(*f));
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if (f->key == key) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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}
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f = r_fires; // no match, look for a free spot
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for (i = 0; i < MAX_FIRES; i++, f++)
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{
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if (f->die < cl.time)
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{
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memset (f, 0, sizeof(*f));
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f = r_fires; // no match, look for a free spot
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < cl.time) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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@ -119,10 +117,10 @@ R_AllocFire (int key)
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}
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f = &r_fires[0];
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memset (f, 0, sizeof(*f));
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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return f;
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}
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/*
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@ -133,10 +131,10 @@ R_AllocFire (int key)
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void
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R_DrawFire (fire_t *f)
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{
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int i, j;
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vec3_t vec,vec2;
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float radius;
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float *b_sin, *b_cos;
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int i, j;
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vec3_t vec, vec2;
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float radius;
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float *b_sin, *b_cos;
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b_sin = bubble_sintable;
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b_cos = bubble_costable;
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@ -145,40 +143,37 @@ R_DrawFire (fire_t *f)
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// figure out if we're inside the area of effect
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VectorSubtract (f->origin, r_origin, vec);
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if (Length (vec) < radius)
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{
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if (Length (vec) < radius) {
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AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
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return;
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}
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// we're not - draw it
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glBegin (GL_TRIANGLE_FAN);
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if (lighthalf)
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glColor3f(f->color[0]*0.5,f->color[1]*0.5,f->color[2]*0.5);
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glColor3f (f->color[0] * 0.5, f->color[1] * 0.5, f->color[2] * 0.5);
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else
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glColor3fv(f->color);
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for (i=0 ; i<3 ; i++)
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glColor3fv (f->color);
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for (i = 0; i < 3; i++)
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vec[i] = f->origin[i] - vpn[i] * radius;
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glVertex3fv (vec);
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glColor3f (0.0, 0.0, 0.0);
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// don't panic, this just draws a bubble...
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for (i=16 ; i>=0 ; i--)
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{
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for (j=0 ; j<3 ; j++) {
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for (i = 16; i >= 0; i--) {
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for (j = 0; j < 3; j++) {
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vec[j] = f->origin[j] + (*b_cos * vright[j]
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+ vup[j]*(*b_sin)) * radius;
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+ vup[j] * (*b_sin)) * radius;
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vec2[j] = f->owner[j] + (*b_cos * vright[j]
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+ vup[j]*(*b_sin)) * radius;
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+ vup[j] * (*b_sin)) * radius;
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}
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glVertex3fv (vec);
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glVertex3fv (vec2);
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b_sin+=2;
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b_cos+=2;
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b_sin += 2;
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b_cos += 2;
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}
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glEnd ();
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glColor3ubv(lighthalf_v);
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glColor3ubv (lighthalf_v);
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}
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/*
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void
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R_UpdateFires (void)
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{
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int i;
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fire_t *f;
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int i;
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fire_t *f;
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if (!gl_fires->int_val)
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return;
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glDepthMask(GL_FALSE);
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glDepthMask (GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++)
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{
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < cl.time || !f->size)
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continue;
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f->size += f->decay;
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_TRUE);
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glDepthMask (GL_TRUE);
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}
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void
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R_FireColor_f (void)
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{
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int i;
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int i;
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if (Cmd_Argc() == 1) {
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if (Cmd_Argc () == 1) {
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Con_Printf ("r_firecolor %g %g %g\n",
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r_firecolor[0],
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r_firecolor[1],
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r_firecolor[2]);
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r_firecolor[0], r_firecolor[1], r_firecolor[2]);
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return;
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}
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if (Cmd_Argc() == 5 || Cmd_Argc() == 6) {
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Con_Printf ("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
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} else if (Cmd_Argc() !=4) {
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if (Cmd_Argc () == 5 || Cmd_Argc () == 6) {
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Con_Printf
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("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
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} else if (Cmd_Argc () != 4) {
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Con_Printf ("Usage r_firecolor R G B\n");
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return;
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}
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for (i=0; i<4; i++) {
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r_firecolor[i]=atof(Cmd_Argv(i+1));
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for (i = 0; i < 4; i++) {
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r_firecolor[i] = atof (Cmd_Argv (i + 1));
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}
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}
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