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- update to ZDoom r 3261:
Removed unneeded includes of r_local.h. Removed more r_ header dependencies from the rest of the code. took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it. Changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter. FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1223 b0f79afe-0144-0410-b225-9a4edf0717df
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133 changed files with 737 additions and 623 deletions
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@ -39,6 +39,7 @@
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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@ -52,10 +53,11 @@
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "p_effect.h"
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#include "st_start.h"
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#include "v_font.h"
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#include "r_data/colormaps.h"
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//#include "gl/data/gl_data.h"
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#include "farchive.h"
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#include "gl/gl_functions.h"
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EXTERN_CVAR(Int, vid_renderer)
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@ -99,7 +101,6 @@ extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
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extern short *openings;
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extern bool r_fakingunderwater;
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extern "C" int fuzzviewheight;
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EXTERN_CVAR (Bool, r_particles)
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EXTERN_CVAR (Bool, cl_capfps)
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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@ -628,6 +629,32 @@ float R_GetVisibility ()
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return CurrentVisibility;
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}
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//==========================================================================
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//
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// CCMD r_visibility
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//
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
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// currently unused).
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//
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//==========================================================================
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CCMD (r_visibility)
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{
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if (argv.argc() < 2)
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{
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Printf ("Visibility is %g\n", R_GetVisibility());
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}
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else if (!netgame)
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{
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R_SetVisibility ((float)atof (argv[1]));
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}
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else
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{
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Printf ("Visibility cannot be changed in net games.\n");
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}
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}
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//==========================================================================
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//
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// R_SetViewSize
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@ -833,7 +860,6 @@ void R_Init ()
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R_InitPlanes ();
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R_InitTranslationTables ();
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R_InitShadeMaps();
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R_InitParticles (); // [RH] Setup particle engine
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R_InitColumnDrawers ();
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colfunc = basecolfunc = R_DrawColumn;
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@ -857,7 +883,6 @@ void R_Init ()
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static void R_Shutdown ()
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{
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R_DeinitParticles();
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R_DeinitTranslationTables();
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R_DeinitPlanes();
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R_DeinitColormaps ();
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@ -1599,7 +1624,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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r_fakingunderwater = false;
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// [RH] Setup particles for this frame
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R_FindParticleSubsectors ();
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P_FindParticleSubsectors ();
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WallCycles.Clock();
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DWORD savedflags = camera->renderflags;
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