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https://git.do.srb2.org/STJr/SRB2.git
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function renaming
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parent
55c6c4f5fe
commit
4ff769704a
4 changed files with 30 additions and 48 deletions
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@ -5429,14 +5429,14 @@ static void HWR_DrawSprites(void)
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if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
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HWR_DrawSprite(spr);
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else
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HWR_DrawMD2(spr);
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HWR_DrawModel(spr);
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}
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else
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{
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if (!cv_grmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
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HWR_DrawSprite(spr);
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else
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HWR_DrawMD2(spr);
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HWR_DrawModel(spr);
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}
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}
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}
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@ -6604,13 +6604,13 @@ void HWR_Startup(void)
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// do this once
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if (!startupdone)
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{
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CONS_Printf("HWR_Startup()\n");
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CONS_Printf("HWR_Startup()...\n");
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HWR_InitPolyPool();
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// add console cmds & vars
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HWR_AddEngineCommands();
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HWR_InitTextureCache();
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HWR_InitMD2();
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HWR_InitModels();
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#ifdef ALAM_LIGHTING
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HWR_InitLight();
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@ -351,7 +351,7 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
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}
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// -----------------+
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// md2_loadTexture : Download a pcx or png texture for MD2 models
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// md2_loadTexture : Download a pcx or png texture for models
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// -----------------+
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static void md2_loadTexture(md2_t *model)
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{
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@ -455,7 +455,7 @@ static void md2_loadBlendTexture(md2_t *model)
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// Don't spam the console, or the OS with fopen requests!
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static boolean nomd2s = false;
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void HWR_InitMD2(void)
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void HWR_InitModels(void)
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{
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size_t i;
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INT32 s;
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@ -463,7 +463,7 @@ void HWR_InitMD2(void)
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char name[18], filename[32];
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float scale, offset;
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CONS_Printf("InitMD2()...\n");
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CONS_Printf("HWR_InitModels()...\n");
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for (s = 0; s < MAXSKINS; s++)
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{
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md2_playermodels[s].scale = -1.0f;
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@ -497,7 +497,7 @@ void HWR_InitMD2(void)
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{
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if (stricmp(name, "PLAY") == 0)
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{
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CONS_Printf("MD2 for sprite PLAY detected in models.dat, use a player skin instead!\n");
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CONS_Printf("Model for sprite PLAY detected in models.dat, use a player skin instead!\n");
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continue;
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}
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@ -531,7 +531,7 @@ void HWR_InitMD2(void)
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}
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}
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// no sprite/player skin name found?!?
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CONS_Printf("Unknown sprite/player skin %s detected in models.dat\n", name);
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//CONS_Printf("Unknown sprite/player skin %s detected in models.dat\n", name);
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md2found:
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// move on to next line...
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continue;
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@ -539,7 +539,7 @@ md2found:
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fclose(f);
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}
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void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
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void HWR_AddPlayerModel(int skin) // For skins that were added after startup
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{
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FILE *f;
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char name[18], filename[32];
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@ -548,7 +548,7 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
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if (nomd2s)
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return;
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CONS_Printf("AddPlayerMD2()...\n");
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//CONS_Printf("HWR_AddPlayerModel()...\n");
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// read the models.dat file
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//Filename checking fixed ~Monster Iestyn and Golden
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@ -561,7 +561,7 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
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return;
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}
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// Check for any MD2s that match the names of player skins!
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// Check for any model that match the names of player skins!
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while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
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{
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if (stricmp(name, skins[skin].name) == 0)
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@ -575,14 +575,13 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
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}
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}
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//CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name);
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//CONS_Printf("Model for player skin %s not found\n", skins[skin].name);
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md2_playermodels[skin].notfound = true;
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playermd2found:
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fclose(f);
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}
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void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startup
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void HWR_AddSpriteModel(size_t spritenum) // For sprites that were added after startup
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{
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FILE *f;
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// name[18] is used to check for names in the models.dat file that match with sprites or player skins
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@ -631,7 +630,6 @@ spritemd2found:
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// 0.2126 to red
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// 0.7152 to green
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// 0.0722 to blue
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// (See this same define in k_kart.c!)
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#define SETBRIGHTNESS(brightness,r,g,b) \
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brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
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@ -818,47 +816,27 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
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#define NORMALFOG 0x00000000
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#define FADEFOG 0x19000000
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// -----------------+
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// HWR_DrawMD2 : Draw MD2
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// : (monsters, bonuses, weapons, lights, ...)
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// Returns :
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// -----------------+
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/*
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wait/stand
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death
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pain
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walk
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shoot/fire
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die?
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atka?
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atkb?
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attacka/b/c/d?
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res?
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run?
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*/
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static boolean HWR_CanInterpolateModel(mobj_t *mobj, model_t *model)
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{
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if (cv_grmodelinterpolation.value == 2) // Always
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if (cv_grmodelinterpolation.value == 2) // Always interpolate
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return true;
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return model->interpolate[(mobj->frame & FF_FRAMEMASK)];
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}
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static boolean HWR_CanInterpolateSprite2(modelspr2frames_t *spr2frame)
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{
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if (cv_grmodelinterpolation.value == 2) // Always
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if (cv_grmodelinterpolation.value == 2) // Always interpolate
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return true;
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return spr2frame->interpolate;
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}
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//
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// P_GetModelSprite2 (see P_GetSkinSprite2)
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// HWR_GetModelSprite2 (see P_GetSkinSprite2)
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// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
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// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
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//
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static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
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static UINT8 HWR_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
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{
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UINT8 super = 0, i = 0;
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@ -909,7 +887,11 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
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return spr2;
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}
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void HWR_DrawMD2(gr_vissprite_t *spr)
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//
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// HWR_DrawModel
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//
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void HWR_DrawModel(gr_vissprite_t *spr)
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{
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FSurfaceInfo Surf;
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@ -1086,7 +1068,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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frame = (spr->mobj->frame & FF_FRAMEMASK);
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if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
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{
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spr2 = P_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
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spr2 = HWR_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
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mod = md2->model->spr2frames[spr2].numframes;
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#ifndef DONTHIDEDIFFANIMLENGTH // by default, different anim length is masked by the mod
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if (mod > (INT32)((skin_t *)spr->mobj->skin)->sprites[spr2].numframes)
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@ -44,9 +44,9 @@ typedef struct
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extern md2_t md2_models[NUMSPRITES];
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extern md2_t md2_playermodels[MAXSKINS];
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void HWR_InitMD2(void);
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void HWR_DrawMD2(gr_vissprite_t *spr);
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void HWR_AddPlayerMD2(INT32 skin);
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void HWR_AddSpriteMD2(size_t spritenum);
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void HWR_InitModels(void);
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void HWR_DrawModel(gr_vissprite_t *spr);
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void HWR_AddPlayerModel(INT32 skin);
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void HWR_AddSpriteModel(size_t spritenum);
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#endif // _HW_MD2_H_
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@ -441,7 +441,7 @@ void R_AddSpriteDefs(UINT16 wadnum)
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{
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_AddSpriteMD2(i);
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HWR_AddSpriteModel(i);
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#endif
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// if a new sprite was added (not just replaced)
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addsprites++;
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@ -3180,7 +3180,7 @@ next_token:
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_AddPlayerMD2(numskins);
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HWR_AddPlayerModel(numskins);
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#endif
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numskins++;
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