int r_lightningbeamelement3i[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
unsigned short r_lightningbeamelement3s[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-void r_lightningbeams_start(void)
+static void r_lightningbeams_start(void)
{
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
}
-void r_lightningbeams_setupqmbtexture(void)
+static void r_lightningbeams_setupqmbtexture(void)
{
r_lightningbeamqmbtexture = R_SkinFrame_LoadExternal("textures/particles/lightning.pcx", TEXF_ALPHA | TEXF_FORCELINEAR, false);
if (r_lightningbeamqmbtexture == NULL)
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
-void r_lightningbeams_setuptexture(void)
+static void r_lightningbeams_setuptexture(void)
{
#if 0
#define BEAMWIDTH 128
}
}
- Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+ Image_WriteTGABGRA(va(vabuf, sizeof(vabuf), "lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
}
r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
#endif
}
-void r_lightningbeams_shutdown(void)
+static void r_lightningbeams_shutdown(void)
{
r_lightningbeamtexture = NULL;
r_lightningbeamqmbtexture = NULL;
}
-void r_lightningbeams_newmap(void)
+static void r_lightningbeams_newmap(void)
{
if (r_lightningbeamtexture)
R_SkinFrame_MarkUsed(r_lightningbeamtexture);
R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
}
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+static void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
{
// near right corner
VectorAdd (start, offset, (v + 0));
VectorAdd (end , offset, (v + 9));
}
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+static void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
{
if (r_lightningbeam_qmbtexture.integer)
{
float beamrepeatscale;
-void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int surfacelistindex;
float vertex3f[12*3];
dist = bound(0, dist, 1);
VectorLerp(start, dist, end, org);
// now we have the nearest point on the line, so sort with it
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
}
}
}