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https://git.code.sf.net/p/quake/nuq
synced 2024-11-25 05:21:41 +00:00
remove GLQUAKE and IDGODS #ifdefs
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parent
8659864267
commit
738cd437b5
3 changed files with 6 additions and 17 deletions
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@ -42,6 +42,7 @@
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#include "screen.h"
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#include "server.h"
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#include "qdefs.h"
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#include "glquake.h"
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char *svc_strings[] =
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{
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@ -357,6 +358,7 @@ void CL_ParseUpdate (int bits)
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qboolean forcelink;
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entity_t *ent;
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int num;
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int skin;
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if (cls.signon == SIGNONS - 1)
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{ // first update is the final signon stage
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@ -412,10 +414,8 @@ if (bits&(1<<i))
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}
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else
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forcelink = true; // hack to make null model players work
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#ifdef GLQUAKE
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if (num > 0 && num <= cl.maxclients)
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R_TranslatePlayerSkin (num - 1);
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#endif
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}
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if (bits & U_FRAME)
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@ -436,7 +436,6 @@ if (bits&(1<<i))
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ent->colormap = cl.scores[i-1].translations;
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}
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#ifdef GLQUAKE
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if (bits & U_SKIN)
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skin = MSG_ReadByte();
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else
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@ -447,14 +446,6 @@ if (bits&(1<<i))
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R_TranslatePlayerSkin (num - 1);
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}
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#else
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if (bits & U_SKIN)
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ent->skinnum = MSG_ReadByte();
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else
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ent->skinnum = ent->baseline.skin;
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#endif
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if (bits & U_EFFECTS)
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ent->effects = MSG_ReadByte();
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else
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@ -661,9 +652,7 @@ void CL_NewTranslation (int slot)
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memcpy (dest, vid.colormap, sizeof(cl.scores[slot].translations));
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top = cl.scores[slot].colors & 0xf0;
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bottom = (cl.scores[slot].colors &15)<<4;
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#ifdef GLQUAKE
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R_TranslatePlayerSkin (slot);
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#endif
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for (i=0 ; i<VID_GRADES ; i++, dest += 256, source+=256)
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{
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@ -536,3 +536,7 @@ r_refdef.viewangles[2]= 0;
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D_SetupFrame ();
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}
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void R_TranslatePlayerSkin (int playernum)
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{
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// stub
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}
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@ -279,11 +279,7 @@ void SV_ConnectClient (int clientnum)
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client->message.maxsize = sizeof(client->msgbuf);
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client->message.allowoverflow = true; // we can catch it
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#ifdef IDGODS
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client->privileged = IsID(&client->netconnection->addr);
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#else
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client->privileged = false;
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#endif
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if (sv.loadgame)
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memcpy (client->spawn_parms, spawn_parms, sizeof(spawn_parms));
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