git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7823
d7cf8633-e32d-0410-b094-
e92efae38249
static rtexturepool_t *drawtexturepool;
static rtexturepool_t *drawtexturepool;
-static unsigned char concharimage[FONT_FILESIZE] =
+static const unsigned char concharimage[FONT_FILESIZE] =
-static embeddedpic_t embeddedpics[] =
+static const embeddedpic_t embeddedpics[] =
{
{
"gfx/prydoncursor001", 16, 16,
{
{
"gfx/prydoncursor001", 16, 16,
static rtexture_t *draw_generatepic(const char *name)
{
static rtexture_t *draw_generatepic(const char *name)
{
+ const embeddedpic_t *p;
for (p = embeddedpics;p->name;p++)
if (!strcmp(name, p->name))
return R_LoadTexture2D(drawtexturepool, p->name, p->width, p->height, (const unsigned char *)p->pixels, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_bgra_embeddedpic);
for (p = embeddedpics;p->name;p++)
if (!strcmp(name, p->name))
return R_LoadTexture2D(drawtexturepool, p->name, p->width, p->height, (const unsigned char *)p->pixels, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_bgra_embeddedpic);
-static vec4_t string_colors[] =
+static const vec4_t string_colors[] =
{
// Quake3 colors
// LordHavoc: why on earth is cyan before magenta in Quake3?
{
// Quake3 colors
// LordHavoc: why on earth is cyan before magenta in Quake3?