mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-30 07:52:03 +00:00
more cleanup and thingies
This commit is contained in:
parent
4ae9e2fd1e
commit
80744b0d51
7 changed files with 204 additions and 91 deletions
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@ -1,21 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 7.00
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Global
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GlobalSection(SourceCodeControl) = preSolution
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SccNumberOfProjects = 1
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SccProjectName0 = reaction1
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SccLocalPath0 = .
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SccProvider0 = MSSCCI:Jalindi\u0020Igloo
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CanCheckoutShared = true
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SolutionUniqueID = {527F0046-311B-436C-A50A-829BB85EB0D9}
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EndGlobalSection
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GlobalSection(SolutionConfiguration) = preSolution
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EndGlobalSection
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GlobalSection(ProjectDependencies) = postSolution
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EndGlobalSection
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GlobalSection(ProjectConfiguration) = postSolution
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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EndGlobalSection
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GlobalSection(ExtensibilityAddIns) = postSolution
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EndGlobalSection
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EndGlobal
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@ -1,10 +0,0 @@
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""
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{
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"FILE_VERSION" = "9237"
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"ENLISTMENT_CHOICE" = "NEVER"
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"PROJECT_FILE_RELATIVE_PATH" = ""
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"NUMBER_OF_EXCLUDED_FILES" = "0"
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"ORIGINAL_PROJECT_FILE_PATH" = ""
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"NUMBER_OF_NESTED_PROJECTS" = "0"
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"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROJECT"
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}
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@ -1,43 +0,0 @@
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goto %1
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:cgame
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cd cgame
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call cgame
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cd..
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goto done
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:game
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cd game
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call game
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cd..
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goto done
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:ui
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cd ui
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call ui
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cd ..
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goto done
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:all
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cd cgame
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call cgame
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cd ..
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cd game
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call game
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cd ..
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cd ui
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call ui
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cd ..
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:done
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cd\
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cd quake3
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cd baseq3
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cd vm
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copy /Y *.qvm "c:\program files\quake iii arena\reaction\vm"
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del *.qvm
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cd \
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cd reaction
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@ -1,17 +0,0 @@
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cd cgame
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call cgame
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cd..
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cd game
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call game
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cd..
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cd ui
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call ui
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cd..
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cd..
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cd baseq3
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cd vm
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copy /Y *.qvm "c:\program files\quake iii arena\source\vm"
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cd ..
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cd ..
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cd source
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3
reaction/misc/todo_ta_ui_optimizations.txt
Normal file
3
reaction/misc/todo_ta_ui_optimizations.txt
Normal file
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Item_InitControls -> add tracked cvar
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Register Cvars -> init
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Update cvar -> Update items
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201
reaction/misc/ui_polyalloc.c
Normal file
201
reaction/misc/ui_polyalloc.c
Normal file
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#include "ui_local.h"
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uiQuad_t uiQuadArray[MAX_QUADS];
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uiQuad_t *UI_AllocQuad()
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{
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int i;
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for (i=0; i<MAX_QUADS; i++)
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{
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if (!uiQuadArray[i].inUse)
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{
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uiQuadArray[i].inUse = qtrue;
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return &uiQuadArray[i];
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}
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}
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return NULL;
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}
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uiQuad_t* QuadList_Add(uiQuadList_t *list, float x, float y, float w, float h, const float *u, const float *v, const float *color, float s, float t, float s2, float t2,
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qhandle_t hShader)
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{
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if (list)
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{
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uiQuad_t *quad = UI_AllocQuad();
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if (quad)
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{
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quad->next = NULL;
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if (!list->qList)
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{
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list->qList = quad;
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} else {
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uiQuad_t *p=list->qList;
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while (p && p->next)
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{
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p = p->next;
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}
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p->next=quad;
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}
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if (color)
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{
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quad->verts[0].modulate[0] = quad->verts[1].modulate[0] = quad->verts[2].modulate[0] = quad->verts[3].modulate[0] = ((int)(color[0]*255))&255;
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quad->verts[0].modulate[1] = quad->verts[1].modulate[1] = quad->verts[2].modulate[1] = quad->verts[3].modulate[1] = ((int)(color[1]*255))&255;
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quad->verts[0].modulate[2] = quad->verts[1].modulate[2] = quad->verts[2].modulate[2] = quad->verts[3].modulate[2] = ((int)(color[2]*255))&255;
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quad->verts[0].modulate[3] = quad->verts[1].modulate[3] = quad->verts[2].modulate[3] = quad->verts[3].modulate[3] = ((int)(color[3]*255))&255;
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quad->keepColor = qtrue;
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} else {
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quad->verts[0].modulate[0] = quad->verts[1].modulate[0] = quad->verts[2].modulate[0] = quad->verts[3].modulate[0] = 255;
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quad->verts[0].modulate[1] = quad->verts[1].modulate[1] = quad->verts[2].modulate[1] = quad->verts[3].modulate[1] = 255;
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quad->verts[0].modulate[2] = quad->verts[1].modulate[2] = quad->verts[2].modulate[2] = quad->verts[3].modulate[2] = 255;
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quad->verts[0].modulate[3] = quad->verts[1].modulate[3] = quad->verts[2].modulate[3] = quad->verts[3].modulate[3] = 255;
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quad->keepColor = qfalse;
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}
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quad->verts[0].st[0]=s;
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quad->verts[0].st[1]=t;
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quad->verts[1].st[0]=s2;
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quad->verts[1].st[1]=t;
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quad->verts[2].st[0]=s2;
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quad->verts[2].st[1]=t2;
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quad->verts[3].st[0]=s;
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quad->verts[3].st[1]=t2;
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VectorSet(quad->verts[0].xyz, 320, 320-x, 240-y);
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VectorSet(quad->verts[1].xyz, 320, quad->verts[0].xyz[1]-u[0]*w, quad->verts[0].xyz[2]-u[1]*w);
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VectorSet(quad->verts[2].xyz, 320, quad->verts[1].xyz[1]-v[0]*h, quad->verts[1].xyz[2]-v[1]*h);
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VectorSet(quad->verts[3].xyz, 320, quad->verts[0].xyz[1]-v[0]*h, quad->verts[0].xyz[2]-v[1]*h);
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//uiInfo.uiDC.polyZ += UI_POLY_Z_OFFSET;
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quad->hShader = hShader;
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return quad;
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}
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}
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return NULL;
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}
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void QuadList_SetCursorColor(uiQuadList_t *list, const float *color)
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{
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if (!list || !list->qCursor)
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return;
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if (color)
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{
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unsigned char r, g, b, a;
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int clr;
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r = color[0] * 255;
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g = color[1] * 255;
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b = color[2] * 255;
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a = color[3] * 255;
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_asm {
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mov bl, b;
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mov bh, a;
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shl ebx, 16;
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mov bl, r;
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mov bh, g;
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mov clr, ebx;
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mov eax, list;
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mov eax, [eax+4]; //list->qCursor
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mov dword ptr[eax+20], ebx; //list->qCursor->verts[0].modulate
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mov dword ptr[eax+44], ebx; //list->qCursor->verts[1].modulate
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mov dword ptr[eax+68], ebx; //list->qCursor->verts[2].modulate
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mov dword ptr[eax+92], ebx; //list->qCursor->verts[3].modulate
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}
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}
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list->qCursor = list->qCursor->next;
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}
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void QuadList_Print(uiQuadList_t *quadList, const float *color)
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{
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if (quadList && quadList->qList)
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{
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unsigned char r, g, b, a;
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int clr;
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uiQuad_t *p = quadList->qList;
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/*
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refdef_t scene;
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memset(&scene, 0, sizeof(scene));
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scene.x=0;
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scene.y=0;
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scene.width=640 * uiInfo.uiDC.xscale;
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scene.height=480 * uiInfo.uiDC.yscale ;
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scene.fov_x=90;
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scene.fov_y=73.739795291688042593711225118187f;
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scene.rdflags = RDF_NOWORLDMODEL;
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AxisClear(scene.viewaxis);
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trap_R_ClearScene();
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*/
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if (color)
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{
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r = color[0] * 255;
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g = color[1] * 255;
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b = color[2] * 255;
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a = color[3] * 255;
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_asm {
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mov al, b;
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mov ah, a;
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shl eax, 16;
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mov al, r;
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mov ah, g;
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mov clr, eax;
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}
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}
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while (p)
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{
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if (color && !p->keepColor)
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{
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_asm {
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mov ebx, clr;
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mov eax, p;
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mov dword ptr[eax+20], ebx; //p->verts[0].modulate
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mov dword ptr[eax+44], ebx; //p->verts[1].modulate
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mov dword ptr[eax+68], ebx; //p->verts[2].modulate
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mov dword ptr[eax+92], ebx; //p->verts[3].modulate
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}
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}
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//trap_R_AddPolyToScene(p->hShader, 4, p->verts);
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//uiInfo.uiDC.pendingPolys++;
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UI_AddQuadToScene(p->hShader, p->verts);
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p = p->next;
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}
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//trap_R_RenderScene(&uiInfo.uiDC.scene2D);
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}
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}
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void QuadList_Clear(uiQuadList_t *list)
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{
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if (list)
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{
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uiQuad_t *p = list->qList;
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while (p)
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{
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p->inUse = qfalse;
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p = p->next;
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}
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}
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list->qList = NULL;
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}
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//-----------------------------------------------
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//
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// ui_polyalloc.c
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//
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typedef struct uiQuad_s
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{
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polyVert_t verts[4];
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qhandle_t hShader;
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qboolean inUse, keepColor;
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struct uiQuad_s *next;
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} uiQuad_t;
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#define MAX_QUADS 2048
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extern uiQuad_t uiQuadArray[MAX_QUADS];
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typedef struct
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{
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uiQuad_t *qList, *qCursor;
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} uiQuadList_t;
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