Make usage of anormtab.h a bit cleaner

bla =
#include "blub.h"
;

sucks, bla = {
#include "blub.h"
};
is a bit cleaner, especially regarding comments in "blub.h"

(Eclipse was very confused)
This commit is contained in:
Daniel Gibson 2017-02-19 05:52:04 +01:00
parent f5e2fb16b4
commit 30026f2025
4 changed files with 7 additions and 7 deletions

View file

@ -24,7 +24,7 @@
* =======================================================================
*/
{
{ 1.23, 1.30, 1.47, 1.35, 1.56, 1.71, 1.37, 1.38, 1.59, 1.60, 1.79, 1.97, 1.88, 1.92, 1.79, 1.02, 0.93, 1.07, 0.82, 0.87,
0.88, 0.94, 0.96, 1.14, 1.11, 0.82, 0.83, 0.89, 0.89, 0.86, 0.94, 0.91, 1.00, 1.21, 0.98, 1.48, 1.30, 1.57, 0.96, 1.07,
1.14, 1.60, 1.61, 1.40, 1.37, 1.72, 1.78, 1.79, 1.93, 1.99, 1.90, 1.68, 1.71, 1.86, 1.60, 1.68, 1.78, 1.86, 1.93, 1.99,
@ -233,4 +233,4 @@
1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00 }
}

View file

@ -177,7 +177,7 @@ void
R_DrawSpriteModel(entity_t *e)
{
float alpha = 1.0F;
vec3_t point[4];
vec3_t point[4];
dsprframe_t *frame;
float *up, *right;
dsprite_t *psprite;

View file

@ -34,9 +34,9 @@ float r_avertexnormals[NUMVERTEXNORMALS][3] = {
};
/* precalculated dot products for quantized angles */
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
#include "../constants/anormtab.h"
;
};
typedef float vec4_t[4];
static vec4_t s_lerped[MAX_VERTS];

View file

@ -34,9 +34,9 @@ static float r_avertexnormals[NUMVERTEXNORMALS][3] = {
};
/* precalculated dot products for quantized angles */
static float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
#include "../constants/anormtab.h"
;
};
typedef float vec4_t[4];
static vec4_t s_lerped[MAX_VERTS];