mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2025-01-22 09:31:11 +00:00
Housekeeping.
This commit is contained in:
parent
15fdbffbe7
commit
b3bc436778
16 changed files with 9850 additions and 9621 deletions
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@ -114,8 +114,13 @@ gentity_t *PlayerToTrack(gentity_t * ent, gentity_t * target1st);
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#ifndef Q3_VM
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#ifndef acosf
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#define acosf(x) ((float)acos(x))
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#endif
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#ifndef asinf
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#define asinf(x) ((float)asin(x))
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#endif
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#else
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@ -41,7 +41,7 @@ BASIC MATH
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RotatePoint
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================
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*/
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void RotatePoint(vec3_t point, /*const*/ vec3_t matrix[3]) { // FIXME
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static void RotatePoint(vec3_t point, /*const*/ vec3_t matrix[3]) { // FIXME
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vec3_t tvec;
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VectorCopy(point, tvec);
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@ -55,7 +55,7 @@ void RotatePoint(vec3_t point, /*const*/ vec3_t matrix[3]) { // FIXME
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TransposeMatrix
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================
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*/
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void TransposeMatrix(/*const*/ vec3_t matrix[3], vec3_t transpose[3]) { // FIXME
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static void TransposeMatrix(/*const*/ vec3_t matrix[3], vec3_t transpose[3]) { // FIXME
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int i, j;
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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@ -69,7 +69,7 @@ void TransposeMatrix(/*const*/ vec3_t matrix[3], vec3_t transpose[3]) { // FIXME
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CreateRotationMatrix
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================
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*/
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void CreateRotationMatrix(const vec3_t angles, vec3_t matrix[3]) {
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static void CreateRotationMatrix(const vec3_t angles, vec3_t matrix[3]) {
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AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
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VectorInverse(matrix[1]);
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}
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@ -184,28 +184,15 @@ signed short ClampShort( int i ) {
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// this isn't a real cheap function to call!
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int DirToByte( vec3_t dir ) {
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int i, best;
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float d, bestd;
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// Makro - a lot cheaper now
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int DirToByte(vec3_t dir)
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{
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vec3_t angles;
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vectoangles(dir, angles);
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return ((int) (angles[YAW] * 16 / 360.0f) & 15) | ((((int) (angles[PITCH] * 16 / 360.0f)) & 15) << 4);
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}
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if ( !dir ) {
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return 0;
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}
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bestd = 0;
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best = 0;
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for (i=0 ; i<NUMVERTEXNORMALS ; i++)
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{
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d = DotProduct (dir, bytedirs[i]);
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if (d > bestd)
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{
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bestd = d;
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best = i;
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}
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}
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return best;
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}
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void ByteToDir( int b, vec3_t dir ) {
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if ( b < 0 || b >= NUMVERTEXNORMALS ) {
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@ -1307,3 +1294,132 @@ int Q_isnan( float x )
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return (int)( (unsigned int)fi.ui >> 31 );
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}
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// By NiceAss. Used for reflection of sparks on metal surfaces
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int ReflectVectorByte(vec3_t dir, vec3_t plane)
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{
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vec3_t final;
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float dot;
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dot = DotProduct(dir, plane);
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VectorMA(dir, -2 * dot, plane, final);
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return DirToByte(final);
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}
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//Makro - moved from g_mover.c
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/*
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================
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CreateRotationMatrix
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================
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*/
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void CreateRotationMatrix(vec3_t angles, vec3_t matrix[3])
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{
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AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
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VectorInverse(matrix[1]);
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}
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/*
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================
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TransposeMatrix
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================
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*/
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void TransposeMatrix(vec3_t matrix[3], vec3_t transpose[3])
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{
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int i, j;
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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transpose[i][j] = matrix[j][i];
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}
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}
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}
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/*
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================
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RotatePoint
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================
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*/
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void RotatePoint(vec3_t point, vec3_t matrix[3])
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{
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vec3_t tvec;
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VectorCopy(point, tvec);
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point[0] = DotProduct(matrix[0], tvec);
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point[1] = DotProduct(matrix[1], tvec);
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point[2] = DotProduct(matrix[2], tvec);
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}
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//Makro - added
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void ChangeRefSystem(vec3_t in, vec3_t neworg, vec3_t newaxis[], vec3_t out)
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{
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vec3_t result;
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VectorScale(newaxis[0], in[0], result);
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VectorMA(result, in[1], newaxis[1], result);
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VectorMA(result, in[2], newaxis[2], result);
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if (neworg)
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VectorAdd(result, neworg, result);
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VectorCopy(result, out);
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}
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//Makro - added
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void ChangeBackRefSystem(vec3_t in, vec3_t neworg, vec3_t newaxis[], vec3_t out)
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{
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vec3_t dif;
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if (neworg)
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VectorSubtract(in, neworg, dif);
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else
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VectorCopy(in, dif);
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out[0] = DotProduct(dif, newaxis[0]);
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out[1] = DotProduct(dif, newaxis[1]);
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out[2] = DotProduct(dif, newaxis[2]);
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}
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void ChangeAngleRefSystem(vec3_t in, vec3_t newaxis[], vec3_t out)
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{
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vec3_t result;
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/*
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result[YAW_AXIS] = in[YAW];
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result[PITCH_AXIS] = in[PITCH];
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result[ROLL_AXIS] = in[ROLL];
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VectorCopy(result, in);
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*/
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VectorMA(vec3_origin, in[YAW], newaxis[YAW_AXIS], result);
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VectorMA(result, in[PITCH], newaxis[PITCH_AXIS], result);
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VectorMA(result, in[ROLL], newaxis[ROLL_AXIS], result);
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//VectorCopy(result, out);
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out[YAW] = result[YAW_AXIS];
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out[PITCH] = result[PITCH_AXIS];
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out[ROLL] = result[ROLL_AXIS];
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//VectorCopy(in, out);
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}
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void ToAxisAngles(vec3_t in, vec3_t out)
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{
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vec3_t angles, result, forward;
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VectorClear(result);
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//yaw - around the Z axis
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result[YAW_AXIS] = in[YAW];
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//pitch - around the new Y axis
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angles[YAW] = in[YAW];
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angles[PITCH] = angles[ROLL] = 0;
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AngleVectors(angles, NULL, forward, NULL);
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VectorMA(result, -in[PITCH], forward, result);
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result[PITCH_AXIS] = in[PITCH];
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//roll - around the new X axis
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angles[PITCH] = in[PITCH];
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AngleVectors(angles, forward, NULL, NULL);
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VectorMA(result, in[ROLL], forward, result);
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VectorCopy(result, out);
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}
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@ -92,7 +92,7 @@
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#ifndef __UI_LOCAL_H__
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#define __UI_LOCAL_H__
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#include "../game/q_shared.h"
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#include "../qcommon/q_shared.h"
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#include "../cgame/tr_types.h"
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#include "ui_public.h"
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#include "keycodes.h"
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@ -8103,7 +8103,7 @@ static void UI_BuildQ3Model_List(void)
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for (j = 0; j < numfiles && uiInfo.q3HeadCount < MAX_PLAYERMODELS; j++, fileptr += filelen + 1) {
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filelen = strlen(fileptr);
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COM_StripExtension(fileptr, skinname);
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COM_StripExtension(fileptr, skinname, sizeof(skinname));
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// look for icon_????
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if (Q_stricmpn(skinname, "icon_", 5) == 0
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@ -104,7 +104,7 @@ static void UI_PlayerInfo_SetWeapon(playerInfo_t * pi, weapon_t weaponNum)
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} */
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strcpy(path, item->world_model[0]);
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COM_StripExtension(path, path);
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COM_StripExtensionInPlace(path);
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strcat(path, "_flash.md3");
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pi->flashModel = trap_R_RegisterModel(path);
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@ -1185,7 +1185,7 @@ itemDef_t *Menu_ClearFocus(menuDef_t * menu)
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return ret;
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}
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qboolean IsVisible(int flags)
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static qboolean IsVisible(int flags)
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{
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return (flags & WINDOW_VISIBLE && !(flags & WINDOW_FADINGOUT));
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}
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@ -73,7 +73,7 @@
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#ifndef __UI_SHARED_H
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#define __UI_SHARED_H
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#include "../game/q_shared.h"
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#include "../qcommon/q_shared.h"
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#include "../cgame/tr_types.h"
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#include "keycodes.h"
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@ -1,11 +1,9 @@
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Microsoft Visual Studio Solution File, Format Version 9.00
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# Visual C++ Express 2005
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Microsoft Visual Studio Solution File, Format Version 10.00
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# Visual C++ Express 2008
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "cgame", "cgame.vcproj", "{C878E295-CB82-4B40-8ECF-5CE5525466FA}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "game", "game.vcproj", "{F9EE10DA-2404-4154-B904-F93C936C040A}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "q3_ui", "q3_ui.vcproj", "{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "quake3", "quake3.vcproj", "{81CB51C4-B434-4E12-B69B-BAEE102F2852}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ui", "ui.vcproj", "{A8EAC38E-C7DA-42F8-811D-77FD092B9D19}"
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@ -34,12 +32,6 @@ Global
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{F9EE10DA-2404-4154-B904-F93C936C040A}.Release TA|Win32.Build.0 = Release TA|Win32
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{F9EE10DA-2404-4154-B904-F93C936C040A}.Release|Win32.ActiveCfg = Release|Win32
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{F9EE10DA-2404-4154-B904-F93C936C040A}.Release|Win32.Build.0 = Release|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Debug TA|Win32.ActiveCfg = Debug TA|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Debug|Win32.ActiveCfg = Debug|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Debug|Win32.Build.0 = Debug|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Release TA|Win32.ActiveCfg = Release TA|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Release|Win32.ActiveCfg = Release|Win32
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{D454C4C7-7765-4149-ABAD-05FDEB9D94F8}.Release|Win32.Build.0 = Release|Win32
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{81CB51C4-B434-4E12-B69B-BAEE102F2852}.Debug TA|Win32.ActiveCfg = Debug TA|Win32
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{81CB51C4-B434-4E12-B69B-BAEE102F2852}.Debug TA|Win32.Build.0 = Debug TA|Win32
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{81CB51C4-B434-4E12-B69B-BAEE102F2852}.Debug|Win32.ActiveCfg = Debug|Win32
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@ -1,9 +1,10 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="8.00"
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Version="9.00"
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Name="quake3"
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ProjectGUID="{81CB51C4-B434-4E12-B69B-BAEE102F2852}"
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TargetFrameworkVersion="131072"
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>
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<Platforms>
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<Platform
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@ -83,6 +84,8 @@
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MapFileName="$(IntDir)\quake3.map"
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SubSystem="2"
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StackReserveSize="8388608"
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RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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TargetMachine="1"
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/>
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<Tool
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@ -103,9 +106,6 @@
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Post build processing.."
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@ -184,6 +184,8 @@
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MapFileName="$(IntDir)\quake3.map"
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SubSystem="2"
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StackReserveSize="8388608"
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RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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TargetMachine="1"
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/>
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<Tool
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@ -204,9 +206,6 @@
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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/>
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<Tool
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Name="VCPostBuildEventTool"
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Description="Post build processing.."
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@ -283,6 +282,8 @@
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MapFileName="$(IntDir)\quake3.map"
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SubSystem="2"
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StackReserveSize="8388608"
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RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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TargetMachine="1"
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/>
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<Tool
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@ -303,9 +304,6 @@
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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/>
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<Tool
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Name="VCPostBuildEventTool"
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/>
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@ -343,7 +341,7 @@
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Name="VCCLCompilerTool"
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Optimization="0"
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AdditionalIncludeDirectories="..\..\code\libcurl; ..\..\code\AL; ..\..\code\libspeex\include"
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PreprocessorDefinitions="_WIN32; WIN32; _DEBUG; _WINDOWS; _CRT_SECURE_NO_DEPRECATE; BOTLIB; USE_ICON; USE_CURL; USE_CURL_DLOPEN; USE_OPENAL; USE_OPENAL_DLOPEN; USE_VOIP; HAVE_CONFIG_H; MISSIONPACK"
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PreprocessorDefinitions="_WIN32;WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;BOTLIB;USE_ICON;USE_CURL;USE_CURL_DLOPEN;USE_OPENAL;USE_OPENAL_DLOPEN;USE_VOIP;HAVE_CONFIG_H;MISSIONPACK;STANDALONE;USE_INTERNAL_SPEEX;USE_LOCAL_HEADERS"
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RuntimeLibrary="3"
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UsePrecompiledHeader="0"
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PrecompiledHeaderFile="$(IntDir)\quake3.pch"
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@ -381,6 +379,8 @@
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MapFileName="$(IntDir)\quake3.map"
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SubSystem="2"
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StackReserveSize="8388608"
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RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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TargetMachine="1"
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/>
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<Tool
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@ -401,9 +401,6 @@
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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/>
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<Tool
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||||
Name="VCPostBuildEventTool"
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Description="Post build processing.."
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File diff suppressed because it is too large
Load diff
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