fixing typos and cleanup of comments
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+6
-12
@@ -821,23 +821,19 @@ void drawminimap(int w, int h)
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camera1->o.x = clmapdims.xm;
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camera1->o.y = clmapdims.ym;
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//float gdim = max(mapdims.xspan, mapdims.yspan)+2.0f; //make 1 cube smaller to give it a black edge
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float gdim = max(clmapdims.xspan, clmapdims.yspan); //no border
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float gdim = max(clmapdims.xspan, clmapdims.yspan);
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if(gdim < 1) gdim = ssize/2.0f;
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camera1->o.z = clmapdims.maxceil + 1;
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camera1->pitch = -90;
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camera1->yaw = 0;
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//float orthd = 2 + gdim/2;
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//glViewport(2, 2, size-4, size-4); // !not wsize here
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float orthd = gdim/2.0f;
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glViewport(0, 0, size, size); // !not wsize here
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glViewport(0, 0, size, size);
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glClearDepth(0.0);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (clmapdims.maxceil - clmapdims.minfloor) + 2); // depth of map +2 covered
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@@ -987,14 +983,14 @@ void readmatrices()
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invmvpmatrix.invert(mvpmatrix);
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}
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// stupid function to cater for stupid ATI linux drivers that return incorrect depth values
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// stupid function to cater to stupid ATI linux drivers that return incorrect depth values
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float depthcorrect(float d)
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{
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return (d<=1/256.0f) ? d*256 : d;
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}
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// find out the 3d target of the crosshair in the world easily and very acurately.
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// find out the 3d target of the crosshair in the world easily and very accurately.
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// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
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// coordinates, making shooting and such impossible.
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// also hits map entities which is unwanted.
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@@ -1125,9 +1121,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps, int elapsed)
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renderbounceents();
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endmodelbatches();
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// Added by Rick: Need todo here because of drawing the waypoints
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WaypointClass.Think();
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// end add
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WaypointClass.Think();// Rick: Need to do here because of drawing the waypoints
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drawhudgun();
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