440 lines
11 KiB
C
440 lines
11 KiB
C
// r_misc.c
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#include "quakedef.h"
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byte *playerTranslation;
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/*
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==================
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R_InitTextures
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==================
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*/
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void R_InitTextures (void)
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{
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int x,y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
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for (m=0 ; m<4 ; m++)
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{
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dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y=0 ; y< (16>>m) ; y++)
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for (x=0 ; x< (16>>m) ; x++)
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{
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if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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/*
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byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,1,0,0,0},
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{0,0,0,0,1,0,0,1},
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{0,0,0,0,0,0,1,0},
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{0,0,0,1,0,0,0,1},
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};
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*/
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byte dottexture[16][16] =
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{
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},//1
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{0,0,0,1,0,1,0,0,0,0,0,0,1,1,0,0},
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{0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,0},
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{0,1,0,1,1,1,0,1,0,0,0,1,1,1,1,0},//4
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{0,0,1,1,1,1,1,0,0,0,0,0,1,1,0,0},
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{0,1,0,1,1,1,0,1,0,0,0,0,0,0,0,0},
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{0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0},//8
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{0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0},
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{0,0,0,0,0,0,0,0,0,1,1,1,0,1,0,0},
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{0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0},
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{0,0,0,1,0,0,0,0,1,1,1,1,1,0,1,0},//12
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{0,1,1,1,0,0,0,0,1,1,0,1,1,0,1,0},
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{0,0,1,1,1,0,0,0,0,1,1,1,0,1,0,0},
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{0,0,1,0,0,0,0,0,0,0,1,1,1,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},//16
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};
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void R_InitParticleTexture (void)
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{
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int x,y;
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byte texsize = 16;//was 8
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byte data[16][16][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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for (x=0 ; x<texsize ; x++)
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{
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for (y=0 ; y<texsize ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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void R_Envmap_f (void)
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{
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byte buffer[256*256*4];
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char name[1024];
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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glDrawBuffer (GL_BACK);
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glReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern byte *hunk_base;
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int counter;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("envmap", R_Envmap_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&r_drawentities);
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Cvar_RegisterVariable (&r_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_mirroralpha);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_RegisterVariable (&r_speeds);
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Cvar_RegisterVariable (&r_wholeframe);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_texsort);
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Cvar_RegisterVariable (&gl_cull);
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Cvar_RegisterVariable (&gl_smoothmodels);
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Cvar_RegisterVariable (&gl_affinemodels);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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Cvar_RegisterVariable (&gl_keeptjunctions);
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Cvar_RegisterVariable (&gl_reporttjunctions);
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R_InitParticles ();
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R_InitParticleTexture ();
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#ifdef GLTEST
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Test_Init ();
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#endif
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playertextures = texture_extension_number;
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texture_extension_number += 16;
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for(counter=0;counter<MAX_EXTRA_TEXTURES;counter++)
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gl_extra_textures[counter] = -1;
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playerTranslation = (byte *)COM_LoadHunkFile ("gfx/player.lmp");
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if (!playerTranslation)
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Sys_Error ("Couldn't load gfx/player.lmp");
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}
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extern int color_offsets[NUM_CLASSES];
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/*
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===============
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R_TranslatePlayerSkin
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Translates a skin texture by the per-player color lookup
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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extern byte player_8bit_texels[NUM_CLASSES][620*245];
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int top, bottom;
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byte translate[256];
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unsigned translate32[256];
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int i, j, s;
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model_t *model;
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aliashdr_t *paliashdr;
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byte *original;
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unsigned pixels[512*256], *out;
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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byte *inrow;
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unsigned frac, fracstep;
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byte *sourceA, *sourceB, *colorA, *colorB;
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int playerclass = (int)cl.scores[playernum].playerclass;
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for (i=0 ; i<256 ; i++)
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translate[i] = i;
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top = (cl.scores[playernum].colors & 0xf0) >> 4;
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bottom = (cl.scores[playernum].colors & 15);
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if (top > 10) top = 0;
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if (bottom > 10) bottom = 0;
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top -= 1;
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bottom -= 1;
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colorA = playerTranslation + 256 + color_offsets[playerclass-1];
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colorB = colorA + 256;
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sourceA = colorB + 256 + (top * 256);
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sourceB = colorB + 256 + (bottom * 256);
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for(i=0;i<256;i++,colorA++,colorB++,sourceA++,sourceB++)
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{
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if (top >= 0 && (*colorA != 255))
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translate[i] = *sourceA;
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if (bottom >= 0 && (*colorB != 255))
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translate[i] = *sourceB;
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}
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//
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// locate the original skin pixels
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//
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currententity = &cl_entities[1+playernum];
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model = currententity->model;
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if (!model)
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return; // player doesn't have a model yet
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paliashdr = (aliashdr_t *)Mod_Extradata (model);
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s = paliashdr->skinwidth * paliashdr->skinheight;
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if (playerclass >= 1 &&
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playerclass <= NUM_CLASSES)
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original = player_8bit_texels[playerclass-1];
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else
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original = player_8bit_texels[0];
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if (s & 3)
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Sys_Error ("R_TranslateSkin: s&3");
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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GL_Bind(playertextures + playernum);
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#if 0
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byte translated[320*200];
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for (i=0 ; i<s ; i+=4)
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{
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translated[i] = translate[original[i]];
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translated[i+1] = translate[original[i+1]];
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translated[i+2] = translate[original[i+2]];
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translated[i+3] = translate[original[i+3]];
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}
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// don't mipmap these, because it takes too long
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GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
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#else
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for (i=0 ; i<256 ; i++)
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translate32[i] = d_8to24table[translate[i]];
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scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
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scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
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// allow users to crunch sizes down even more if they want
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scaled_width >>= (int)gl_playermip.value;
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scaled_height >>= (int)gl_playermip.value;
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inwidth = paliashdr->skinwidth;
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inheight = paliashdr->skinheight;
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out = pixels;
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fracstep = inwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out += scaled_width)
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{
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inrow = original + inwidth*(i*inheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out[j] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+1] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+2] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+3] = translate32[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#endif
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap (void)
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{
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int i;
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof(r_worldentity));
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r_worldentity.model = cl.worldmodel;
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i=0 ; i<cl.worldmodel->numleafs ; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps ();
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// identify sky texture
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skytexturenum = -1;
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mirrortexturenum = -1;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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if (!cl.worldmodel->textures[i])
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continue;
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if (!strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
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skytexturenum = i;
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if (!strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
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mirrortexturenum = i;
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}
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#ifdef QUAKE2
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R_LoadSkys ();
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#endif
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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int startangle;
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vrect_t vr;
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glDrawBuffer (GL_FRONT);
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glFinish ();
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start = Sys_FloatTime ();
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for (i=0 ; i<128 ; i++)
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{
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r_refdef.viewangles[1] = i/128.0*360.0;
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R_RenderView ();
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}
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glFinish ();
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stop = Sys_FloatTime ();
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time = stop-start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
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glDrawBuffer (GL_BACK);
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GL_EndRendering ();
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}
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void D_FlushCaches (void)
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{
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}
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