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Split out the surface offset code.
This tidies up LightWorld a little.
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parent
48809404b1
commit
5fc8d1eb26
1 changed files with 13 additions and 7 deletions
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@ -134,17 +134,13 @@ LightThread (void *l)
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}
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static void
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LightWorld (void)
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FindFaceOffsets (void)
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{
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int i, j;
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vec3_t org;
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entity_t *ent;
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vec3_t org;
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const char *name;
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lightdata = dstring_new ();
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rgblightdata = dstring_new ();
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surfacelightchain = (lightchain_t **) calloc (bsp->numfaces,
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sizeof (lightchain_t *));
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surfaceorgs = (vec3_t *) calloc (bsp->numfaces, sizeof (vec3_t));
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for (i = 1; i < bsp->nummodels; i++) {
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@ -156,8 +152,17 @@ LightWorld (void)
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if (!strncmp (ValueForKey (ent, "classname"), "rotate_", 7))
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GetVectorForKey (ent, "origin", org);
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for (j = 0; j < bsp->models[i].numfaces; j++)
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VectorCopy (org, surfaceorgs[i]);
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VectorCopy (org, surfaceorgs[bsp->models[i].firstface]);
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}
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}
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static void
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LightWorld (void)
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{
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lightdata = dstring_new ();
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rgblightdata = dstring_new ();
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surfacelightchain = (lightchain_t **) calloc (bsp->numfaces,
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sizeof (lightchain_t *));
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VisThread (0); // not worth threading :/
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VisStats ();
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@ -205,6 +210,7 @@ main (int argc, char **argv)
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MakeTnodes (&bsp->models[0]);
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FindFaceOffsets ();
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LightWorld ();
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WriteEntitiesToString ();
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