Remove polymost stuff
- Maybe it will be back someday, but it's been essentially dead for nearly 10 years, so don't hold your breath.
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7 changed files with 3 additions and 1716 deletions
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@ -72,8 +72,6 @@
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void R_SpanInitData ();
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void RP_RenderBSPNode (void *node);
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bool RP_SetupFrame (bool backside);
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void R_DeinitSprites();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -94,14 +92,12 @@ extern "C" int fuzzviewheight;
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static float CurrentVisibility = 8.f;
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static fixed_t MaxVisForWall;
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static fixed_t MaxVisForFloor;
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static bool polyclipped;
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extern bool r_showviewer;
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bool r_dontmaplines;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Int, r_polymost, 0, 0)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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fixed_t r_BaseVisibility;
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@ -612,14 +608,6 @@ void R_SetupFreelook()
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}
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}
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void R_SetupPolymost()
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{
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if (r_polymost)
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{
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polyclipped = RP_SetupFrame (false);
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}
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}
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//==========================================================================
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//
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// R_EnterMirror
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@ -812,11 +800,8 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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if (r_polymost < 2)
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{
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R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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}
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R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -843,16 +828,6 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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MaskedCycles.Unclock();
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NetUpdate ();
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if (r_polymost)
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{
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RP_RenderBSPNode (nodes + numnodes - 1);
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if (polyclipped)
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{
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RP_SetupFrame (true);
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RP_RenderBSPNode (nodes + numnodes - 1);
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}
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}
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}
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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