mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-10 14:42:06 +00:00
more merges
qw_client/gl_model.c + uquake/gl_model.c = common/gl_model.c qw_client/gl_rlight.c + uquake/gl_rlight.c = common/gl_rlight.c common/gl_rmisc.c: call R_InitBubble for both uq and qw
This commit is contained in:
parent
21f934a4a4
commit
f56e2a12c2
5 changed files with 20 additions and 2218 deletions
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@ -1187,6 +1187,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
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for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
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((int *)header)[i] = LittleLong ( ((int *)header)[i]);
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#ifdef QUAKEWORLD
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// checksum all of the map, except for entities
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mod->checksum = 0;
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mod->checksum2 = 0;
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@ -1202,7 +1203,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
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mod->checksum2 ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
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header->lumps[i].filelen));
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}
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#endif
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// load into heap
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@ -1281,7 +1282,8 @@ mtriangle_t triangles[MAXALIASTRIS];
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trivertx_t *poseverts[MAXALIASFRAMES];
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int posenum;
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byte player_8bit_texels[320*200];
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byte **player_8bit_texels_tbl;
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byte *player_8bit_texels;
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/*
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=================
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@ -1462,6 +1464,7 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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char name[32];
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int s;
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byte *skin;
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byte *texels;
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daliasskingroup_t *pinskingroup;
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int groupskins;
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daliasskininterval_t *pinskinintervals;
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@ -1479,13 +1482,11 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
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// save 8 bit texels for the player model to remap
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// save 8 bit texels for the player model to remap
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if (!strcmp(loadmodel->name,"progs/player.mdl"))
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{
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if (s > sizeof(player_8bit_texels))
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Sys_Error ("Player skin too large");
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memcpy (player_8bit_texels, (byte *)(pskintype + 1), s);
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}
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// if (!strcmp(loadmodel->name,"progs/player.mdl")) {
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texels = Hunk_AllocName(s, loadname);
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pheader->texels[i] = texels - (byte *)pheader;
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memcpy (texels, (byte *)(pskintype + 1), s);
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// }
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snprintf(name, sizeof(name), "%s_%i", loadmodel->name, i);
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pheader->gl_texturenum[i][0] =
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pheader->gl_texturenum[i][1] =
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@ -1506,6 +1507,12 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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for (j=0 ; j<groupskins ; j++)
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{
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Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
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if (j == 0) {
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texels = Hunk_AllocName(s, loadname);
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pheader->texels[i] = texels - (byte *)pheader;
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memcpy (texels, (byte *)(pskintype), s);
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}
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snprintf(name, sizeof(name), "%s_%i_%i", loadmodel->name, i,j);
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pheader->gl_texturenum[i][j&3] =
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GL_LoadTexture (name, pheader->skinwidth,
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@ -1522,7 +1529,6 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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return (void *)pskintype;
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}
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//=========================================================================
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/*
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@ -1541,7 +1547,7 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
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daliasframetype_t *pframetype;
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daliasskintype_t *pskintype;
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int start, end, total;
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#ifdef QUAKEWORLD
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if (!strcmp(loadmodel->name, "progs/player.mdl") ||
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!strcmp(loadmodel->name, "progs/eyes.mdl")) {
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unsigned short crc;
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@ -1566,7 +1572,7 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
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SZ_Print (&cls.netchan.message, st);
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}
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}
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#endif
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start = Hunk_LowMark ();
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pinmodel = (mdl_t *)buffer;
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@ -118,7 +118,7 @@ void R_RenderDlight (dlight_t *light)
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}
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glBegin (GL_TRIANGLE_FAN);
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// glColor3f (0.2,0.1,0.0);
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// glColor3f (0.2,0.1,0.0); // uquake had this (taniwha)
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// glColor3f (0.2,0.1,0.05); // changed dimlight effect
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glColor4f (light->color[0], light->color[1], light->color[2],
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light->color[3]);
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@ -226,10 +226,9 @@ void R_Init (void)
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Cvar_RegisterVariable (&gl_keeptjunctions);
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#ifdef QUAKEWORLD
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R_InitBubble();
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#else /* not QUAKEWORLD */
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#ifdef UQUAKE
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Cvar_RegisterVariable (&gl_doubleeyes);
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#endif /* QUAKEWORLD */
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1846
uquake/gl_model.c
1846
uquake/gl_model.c
File diff suppressed because it is too large
Load diff
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@ -1,357 +0,0 @@
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include "quakedef.h"
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#include "glquake.h"
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#include <mathlib.h>
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#include <view.h>
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int r_dlightframecount;
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j,k;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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i = (int)(cl.time*10);
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k*22;
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d_lightstylevalue[j] = k;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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void AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
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a2 = a2/a;
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v_blend[0] = v_blend[1]*(1-a2) + r*a2;
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v_blend[1] = v_blend[1]*(1-a2) + g*a2;
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v_blend[2] = v_blend[2]*(1-a2) + b*a2;
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}
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void R_RenderDlight (dlight_t *light)
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{
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int i, j;
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float a;
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vec3_t v;
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float rad;
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rad = light->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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if (Length (v) < rad)
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{ // view is inside the dlight
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AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
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return;
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}
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glBegin (GL_TRIANGLE_FAN);
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glColor3f (0.2,0.1,0.0);
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for (i=0 ; i<3 ; i++)
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v[i] = light->origin[i] - vpn[i]*rad;
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glVertex3fv (v);
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glColor3f (0,0,0);
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for (i=16 ; i>=0 ; i--)
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{
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a = i/16.0 * M_PI*2;
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for (j=0 ; j<3 ; j++)
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v[j] = light->origin[j] + vright[j]*cos(a)*rad
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+ vup[j]*sin(a)*rad;
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glVertex3fv (v);
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}
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glEnd ();
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void R_RenderDlights (void)
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{
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int i;
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dlight_t *l;
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if (!gl_flashblend.value)
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_RenderDlight (l);
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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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 (1);
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_MarkLights
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=============
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*/
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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R_MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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R_MarkLights (light, bit, node->children[1]);
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return;
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}
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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R_MarkLights (light, bit, node->children[0]);
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R_MarkLights (light, bit, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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if (gl_flashblend.value)
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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mplane_t *lightplane;
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vec3_t lightspot;
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int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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int r;
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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unsigned scale;
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int maps;
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if (node->contents < 0)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return RecursiveLightPoint (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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r = RecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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VectorCopy (mid, lightspot);
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lightplane = plane;
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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r = 0;
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if (lightmap)
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{
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lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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r += *lightmap * scale;
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lightmap += ((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1);
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}
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r >>= 8;
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}
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return r;
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}
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// go down back side
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return RecursiveLightPoint (node->children[!side], mid, end);
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}
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int R_LightPoint (vec3_t p)
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{
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vec3_t end;
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int r;
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if (!cl.worldmodel->lightdata)
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return 255;
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
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if (r == -1)
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r = 0;
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return r;
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}
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