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https://github.com/FWGS/xash3d-fwgs.git
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ref: soft: cleanup unused functions
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@@ -374,7 +374,6 @@ void GL_BackendStartFrame( void );
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void GL_BackendEndFrame( void );
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void GL_CleanUpTextureUnits( int last );
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void GL_Bind( int tmu, unsigned int texnum );
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void GL_LoadTexMatrix( const matrix4x4 m );
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void GL_LoadTexMatrixExt( const float *glmatrix );
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void GL_LoadMatrix( const matrix4x4 source );
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void GL_TexGen( unsigned int coord, unsigned int mode );
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@@ -465,7 +464,6 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node );
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec );
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int R_CountSurfaceDlights( msurface_t *surf );
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colorVec R_LightPoint( const vec3_t p0 );
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int R_CountDlights( void );
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#endif
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//
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// gl_rmain.c
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@@ -488,17 +486,11 @@ void R_DrawFog( void );
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//
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// gl_rmath.c
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//
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_ConcatScale( matrix4x4 out, float x );
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z );
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void Matrix4x4_CreateScale( matrix4x4 out, float x );
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
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void Matrix4x4_CreateModelview( matrix4x4 out );
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@@ -522,7 +514,6 @@ texture_t *R_TextureAnimation( msurface_t *s );
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void GL_SetupFogColorForSurfaces( void );
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void R_DrawAlphaTextureChains( void );
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void GL_RebuildLightmaps( void );
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void GL_InitRandomTable( void );
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void GL_BuildLightmaps( void );
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void GL_ResetFogColor( void );
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void R_GenerateVBO();
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@@ -551,7 +542,6 @@ void R_DrawSpriteModel( cl_entity_t *e );
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void R_StudioInit( void );
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void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded );
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void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles );
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float CL_GetSequenceDuration( cl_entity_t *ent, int sequence );
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struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e );
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int R_GetEntityRenderMode( cl_entity_t *ent );
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void R_DrawStudioModel( cl_entity_t *e );
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@@ -1009,8 +999,6 @@ extern affinetridesc_t r_affinetridesc;
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void D_DrawSurfaces (void);
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void R_DrawParticle( void );
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void D_ViewChanged (void);
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void D_WarpScreen (void);
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void R_PolysetUpdateTables (void);
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//=======================================================================//
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@@ -1198,6 +1186,7 @@ void R_ScanEdges (void);
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//
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// r_surf.c
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//
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void GL_InitRandomTable( void );
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void D_FlushCaches( void );
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//
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