Remove RAVENMD4 #define
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e14a814ba2
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ecd50f01c2
14 changed files with 3 additions and 85 deletions
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@ -495,9 +495,7 @@ typedef enum {
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SF_POLY,
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SF_MD3,
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SF_MD4,
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#ifdef RAVENMD4
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SF_MDR,
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#endif
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SF_IQM,
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SF_FLARE,
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SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
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@ -747,9 +745,7 @@ typedef enum {
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MOD_BRUSH,
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MOD_MESH,
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MOD_MD4,
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#ifdef RAVENMD4
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MOD_MDR,
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#endif
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MOD_IQM
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} modtype_t;
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@ -1378,7 +1374,6 @@ void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, fl
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void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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void RE_RenderScene( const refdef_t *fd );
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#ifdef RAVENMD4
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/*
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=============================================================
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@ -1397,7 +1392,6 @@ UNCOMPRESSING BONES
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#define MC_SCALE_Z (1.0f/64)
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void MC_UnCompress(float mat[3][4],const unsigned char * comp);
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#endif
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/*
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=============================================================
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@ -1410,10 +1404,8 @@ ANIMATED MODELS
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// void R_MakeAnimModel( model_t *model ); haven't seen this one really, so not needed I guess.
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void R_AddAnimSurfaces( trRefEntity_t *ent );
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void RB_SurfaceAnim( md4Surface_t *surfType );
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#ifdef RAVENMD4
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void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
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void RB_MDRSurfaceAnim( md4Surface_t *surface );
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#endif
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qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
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void R_AddIQMSurfaces( trRefEntity_t *ent );
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void RB_IQMSurfaceAnim( surfaceType_t *surface );
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