rtexture_t *explosiontexture;
rtexture_t *explosiontexturefog;
-cvar_t r_explosionclip = {"r_explosionclip", "0", true};
-cvar_t r_drawexplosions = {"r_drawexplosions", "1"};
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
+cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
int R_ExplosionVert(int column, int row)
{
return i;
}
-void r_explosion_start()
+void r_explosion_start(void)
{
int x, y;
byte noise1[128][128], noise2[128][128], data[128][128][4];
explosiontexturefog = R_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
}
-void r_explosion_shutdown()
+void r_explosion_shutdown(void)
{
}
-void r_explosion_newmap()
+void r_explosion_newmap(void)
{
memset(explosion, 0, sizeof(explosion));
}
-void R_Explosion_Init()
+void R_Explosion_Init(void)
{
int i, x, y;
i = 0;
glColor4f(1,1,1,e->alpha);
glDisable(GL_TEXTURE_2D);
// glBindTexture(GL_TEXTURE_2D, explosiontexture);
- glVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
-// glTexCoordPointer(2, GL_FLOAT, 0, (float *) &explosiontexcoords[0][0]);
+ glVertexPointer(3, GL_FLOAT, sizeof(float[3]), (float *) &e->vert[0][0]);
+// glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *) &explosiontexcoords[0][0]);
glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES, EXPLOSIONTRIS, GL_UNSIGNED_INT, indexlist);
}
}
-void R_MoveExplosions()
+void R_MoveExplosions(void)
{
int i;
float frametime;
}
}
-void R_DrawExplosions()
+void R_DrawExplosions(void)
{
int i;
if (!r_drawexplosions.value)