disabling some debugging commands
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7020 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -601,13 +601,8 @@ void resetsleep(bool force)
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}
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}
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void resetsleep_()
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{
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resetsleep(true);
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}
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COMMANDN(sleep, addsleep_, "isi");
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COMMANDN(resetsleeps, resetsleep_, "");
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COMMANDF(resetsleeps, "", (void) { resetsleep(true); });
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void updateworld(int curtime, int lastmillis) // main game update loop
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{
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@@ -123,8 +123,8 @@ enum
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int nquads;
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// for testing purpose. UNDOME on release.
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//const float texturescale = 32.0f;
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VARP(texturescale, 16, 32, 64);
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const float texturescale = 32.0f;
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//VARP(texturescale, 16, 32, 64);
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#define TEXTURESCALE (float(texturescale) * ((uniformtexres && t->scale>1.0f) ? 1.0f : t->scale))
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@@ -344,7 +344,8 @@ void endmodelbatches(bool flush)
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if(flush) clearmodelbatches();
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}
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VAR(dbgmbatch, 0, 0, 1);
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const int dbgmbatch = 0;
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//VAR(dbgmbatch, 0, 0, 1);
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VARP(popdeadplayers, 0, 0, 1);
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void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed, int basetime, playerent *d, modelattach *a, float scale)
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@@ -8,7 +8,8 @@ int stenciling = 0;
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VAR(shadowclip, 0, 1, 1);
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VAR(shadowtile, 0, 1, 1);
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VAR(dbgtiles, 0, 0, 1);
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const int dbgtiles = 0;
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//VAR(dbgtiles, 0, 0, 1);
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VAR(shadowcasters, 1, 0, 0);
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#define SHADOWROWS 64
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@@ -7,8 +7,10 @@ VARP(dynshadowquad, 0, 0, 1);
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VAR(shadowyaw, 0, 45, 360);
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vec shadowdir(0, 0, -1), shadowpos(0, 0, 0);
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VAR(dbgstenc, 0, 0, 2);
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VAR(dbgvlight, 0, 0, 1);
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const int dbgstenc = 0;
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const int dbgvlight = 0;
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//VAR(dbgstenc, 0, 0, 2);
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//VAR(dbgvlight, 0, 0, 1);
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VARP(mdldlist, 0, 1, 1);
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