removing some GL_QUADS usage
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4790 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -95,8 +95,8 @@ void drawscope()
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x2 = VIRTW/2 + w/2;
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float s1 = VIRTW/16, s2 = VIRTH/24;
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glDisable(GL_BLEND);
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glBegin(GL_QUADS);
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glColor3ub( 0, 0, 0);
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glColor3ub(0, 0, 0);
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f( 0, 0); glVertex2f(VIRTW, 0); glVertex2f(VIRTW, 4*s2); glVertex2f( 0, 4*s2);
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glVertex2f( 0, 4*s2); glVertex2f( 3*s1, 4*s2); glVertex2f( 3*s1, 20*s2); glVertex2f( 0, 20*s2);
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glVertex2f( 0, 20*s2); glVertex2f(VIRTW, 20*s2); glVertex2f(VIRTW, VIRTH); glVertex2f( 0, VIRTH);
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@@ -111,8 +111,8 @@ void drawscope()
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(GL_TEXTURE_2D, scopetex->id);
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glBegin(GL_QUADS);
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glColor3ub(255,255,255);
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glColor3ub(255, 255, 255);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0); glVertex2f(x1, 0);
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glTexCoord2f(1, 0); glVertex2f(x2, 0);
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glTexCoord2f(1, 1); glVertex2f(x2, VIRTH);
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@@ -170,7 +170,7 @@ void drawcrosshair(playerent *p, int n, color *c, float size)
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}
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float s = size>0 ? size : (float)crosshairsize;
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float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
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glBegin(GL_QUADS);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
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glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
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glTexCoord2f(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
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@@ -510,7 +510,7 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
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glBegin(GL_QUADS);
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(0, 0);
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glVertex2f(VIRTW, 0);
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glVertex2f(VIRTW, VIRTH);
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@@ -531,7 +531,7 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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fade *= float(damageblendmillis - lastmillis)/damagescreenfade;
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glColor4f(fade, fade, fade, fade);
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glBegin(GL_QUADS);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0); glVertex2f(0, 0);
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glTexCoord2f(1, 0); glVertex2f(VIRTW, 0);
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glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH);
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