mirror of
https://github.com/ZDoom/gzdoom.git
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197 lines
6.7 KiB
C++
197 lines
6.7 KiB
C++
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#pragma once
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#include "r_defs.h"
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EXTERN_CVAR(Bool, r_multithreaded);
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EXTERN_CVAR(Int, r_drawfuzz);
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EXTERN_CVAR(Bool, r_drawtrans);
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EXTERN_CVAR(Float, transsouls);
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EXTERN_CVAR(Int, r_columnmethod);
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namespace swrenderer
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{
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struct vissprite_t;
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extern double dc_texturemid;
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namespace drawerargs
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{
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extern int dc_pitch;
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extern lighttable_t *dc_colormap;
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extern int dc_x;
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extern int dc_yl;
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extern int dc_yh;
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extern fixed_t dc_iscale;
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extern fixed_t dc_texturefrac;
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extern uint32_t dc_textureheight;
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extern int dc_color;
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extern uint32_t dc_srccolor;
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extern uint32_t dc_srccolor_bgra;
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extern uint32_t *dc_srcblend;
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extern uint32_t *dc_destblend;
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extern fixed_t dc_srcalpha;
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extern fixed_t dc_destalpha;
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extern const uint8_t *dc_source;
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extern const uint8_t *dc_source2;
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extern uint32_t dc_texturefracx;
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extern uint8_t *dc_translation;
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extern uint8_t *dc_dest;
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extern uint8_t *dc_destorg;
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extern int dc_destheight;
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extern int dc_count;
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extern uint32_t dc_wall_texturefrac[4];
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extern uint32_t dc_wall_iscale[4];
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extern uint8_t *dc_wall_colormap[4];
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extern fixed_t dc_wall_light[4];
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extern const uint8_t *dc_wall_source[4];
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extern const uint8_t *dc_wall_source2[4];
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extern uint32_t dc_wall_texturefracx[4];
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extern uint32_t dc_wall_sourceheight[4];
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extern int dc_wall_fracbits;
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extern int ds_y;
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extern int ds_x1;
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extern int ds_x2;
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extern lighttable_t * ds_colormap;
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extern dsfixed_t ds_light;
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extern dsfixed_t ds_xfrac;
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extern dsfixed_t ds_yfrac;
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extern dsfixed_t ds_xstep;
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extern dsfixed_t ds_ystep;
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extern int ds_xbits;
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extern int ds_ybits;
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extern fixed_t ds_alpha;
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extern double ds_lod;
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extern const uint8_t *ds_source;
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extern int ds_color;
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extern unsigned int dc_tspans[4][MAXHEIGHT];
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extern unsigned int *dc_ctspan[4];
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extern unsigned int *horizspan[4];
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}
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extern int ylookup[MAXHEIGHT];
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extern uint8_t shadetables[/*NUMCOLORMAPS*16*256*/];
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extern FDynamicColormap ShadeFakeColormap[16];
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extern uint8_t identitymap[256];
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extern FDynamicColormap identitycolormap;
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// Spectre/Invisibility.
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#define FUZZTABLE 50
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extern int fuzzoffset[FUZZTABLE + 1];
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extern int fuzzpos;
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extern int fuzzviewheight;
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void R_InitColumnDrawers();
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void R_InitShadeMaps();
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void R_InitFuzzTable(int fuzzoff);
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enum ESPSResult
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{
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DontDraw, // not useful to draw this
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DoDraw0, // draw this as if r_columnmethod is 0
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DoDraw1, // draw this as if r_columnmethod is 1
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};
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ESPSResult R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color);
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ESPSResult R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color);
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void R_FinishSetPatchStyle(); // Call this after finished drawing the current thing, in case its style was STYLE_Shade
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bool R_GetTransMaskDrawers(void(**drawCol1)(), void(**drawCol4)());
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const uint8_t *R_GetColumn(FTexture *tex, int col);
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void rt_initcols(uint8_t *buffer = nullptr);
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void rt_span_coverage(int x, int start, int stop);
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void rt_draw4cols(int sx);
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void rt_flip_posts();
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void rt_copy1col(int hx, int sx, int yl, int yh);
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void rt_copy4cols(int sx, int yl, int yh);
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void rt_shaded1col(int hx, int sx, int yl, int yh);
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void rt_shaded4cols(int sx, int yl, int yh);
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void rt_map1col(int hx, int sx, int yl, int yh);
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void rt_add1col(int hx, int sx, int yl, int yh);
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void rt_addclamp1col(int hx, int sx, int yl, int yh);
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void rt_subclamp1col(int hx, int sx, int yl, int yh);
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void rt_revsubclamp1col(int hx, int sx, int yl, int yh);
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void rt_tlate1col(int hx, int sx, int yl, int yh);
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void rt_tlateadd1col(int hx, int sx, int yl, int yh);
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void rt_tlateaddclamp1col(int hx, int sx, int yl, int yh);
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void rt_tlatesubclamp1col(int hx, int sx, int yl, int yh);
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void rt_tlaterevsubclamp1col(int hx, int sx, int yl, int yh);
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void rt_map4cols(int sx, int yl, int yh);
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void rt_add4cols(int sx, int yl, int yh);
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void rt_addclamp4cols(int sx, int yl, int yh);
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void rt_subclamp4cols(int sx, int yl, int yh);
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void rt_revsubclamp4cols(int sx, int yl, int yh);
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void rt_tlate4cols(int sx, int yl, int yh);
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void rt_tlateadd4cols(int sx, int yl, int yh);
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void rt_tlateaddclamp4cols(int sx, int yl, int yh);
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void rt_tlatesubclamp4cols(int sx, int yl, int yh);
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void rt_tlaterevsubclamp4cols(int sx, int yl, int yh);
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void R_DrawColumnHoriz();
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void R_DrawColumn();
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void R_DrawFuzzColumn();
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void R_DrawTranslatedColumn();
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void R_DrawShadedColumn();
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void R_FillColumn();
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void R_FillAddColumn();
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void R_FillAddClampColumn();
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void R_FillSubClampColumn();
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void R_FillRevSubClampColumn();
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void R_DrawAddColumn();
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void R_DrawTlatedAddColumn();
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void R_DrawAddClampColumn();
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void R_DrawAddClampTranslatedColumn();
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void R_DrawSubClampColumn();
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void R_DrawSubClampTranslatedColumn();
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void R_DrawRevSubClampColumn();
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void R_DrawRevSubClampTranslatedColumn();
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void R_DrawSpan();
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void R_DrawSpanMasked();
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void R_DrawSpanTranslucent();
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void R_DrawSpanMaskedTranslucent();
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void R_DrawSpanAddClamp();
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void R_DrawSpanMaskedAddClamp();
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void R_FillSpan();
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void R_DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy);
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void R_DrawColoredSpan(int y, int x1, int x2);
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void R_SetupDrawSlab(uint8_t *colormap);
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void R_DrawSlab(int dx, fixed_t v, int dy, fixed_t vi, const uint8_t *vptr, uint8_t *p);
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void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip);
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void R_FillColumnHoriz();
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void R_FillSpan();
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void R_DrawWallCol1();
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void R_DrawWallCol4();
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void R_DrawWallMaskedCol1();
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void R_DrawWallMaskedCol4();
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void R_DrawWallAddCol1();
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void R_DrawWallAddCol4();
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void R_DrawWallAddClampCol1();
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void R_DrawWallAddClampCol4();
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void R_DrawWallSubClampCol1();
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void R_DrawWallSubClampCol4();
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void R_DrawWallRevSubClampCol1();
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void R_DrawWallRevSubClampCol4();
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void R_DrawSingleSkyCol1(uint32_t solid_top, uint32_t solid_bottom);
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void R_DrawSingleSkyCol4(uint32_t solid_top, uint32_t solid_bottom);
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void R_DrawDoubleSkyCol1(uint32_t solid_top, uint32_t solid_bottom);
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void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom);
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void R_SetColorMapLight(lighttable_t *base_colormap, float light, int shade);
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void R_SetColorMapLight(FDynamicColormap *base_colormap, float light, int shade);
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void R_SetDSColorMapLight(lighttable_t *base_colormap, float light, int shade);
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void R_SetDSColorMapLight(FDynamicColormap *base_colormap, float light, int shade);
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void R_SetTranslationMap(lighttable_t *translation);
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void R_SetupSpanBits(FTexture *tex);
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void R_SetSpanColormap(lighttable_t *colormap);
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void R_SetSpanSource(FTexture *tex);
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void R_MapTiltedPlane(int y, int x1);
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void R_MapColoredPlane(int y, int x1);
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void R_DrawParticle(vissprite_t *);
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}
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