}
}
-void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
-extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
int i, j, n, flagsmask;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow(false);
+ R_SetupShader_DepthOrShadow(false, false);
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
static msurface_t *r_q1bsp_getlightinfo_surfaces;
-int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
{
int a = *(int*)ap;
int b = *(int*)bp;
}
//Made by [515]
-void R_ReplaceWorldTexture (void)
+static void R_ReplaceWorldTexture (void)
{
dp_model_t *m;
texture_t *t;
}
//Made by [515]
-void R_ListWorldTextures (void)
+static void R_ListWorldTextures (void)
{
dp_model_t *m;
texture_t *t;