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Remove leftover commented code from previous commit
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cb40b2a7f2
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1 changed files with 0 additions and 58 deletions
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@ -58,18 +58,6 @@ void R_DrawSpan_NPO2_8 (void)
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while (count-- && dest <= deststop)
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while (count-- && dest <= deststop)
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{
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{
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/* fixed_t x = (xposition >> FRACBITS);
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fixed_t y = (yposition >> FRACBITS);
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// Carefully align all of my Friends.
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if (x < 0)
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x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
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if (y < 0)
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y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
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x %= ds_flatwidth;
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y %= ds_flatheight;*/
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// The loops here keep the texture coordinates within the texture.
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// The loops here keep the texture coordinates within the texture.
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// even if using libdivide.
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// even if using libdivide.
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@ -735,17 +723,6 @@ void R_DrawSplat_NPO2_8 (void)
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while (count-- && dest <= deststop)
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while (count-- && dest <= deststop)
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{
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{
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/* fixed_t x = (xposition >> FRACBITS);
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fixed_t y = (yposition >> FRACBITS);
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// Carefully align all of my Friends.
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if (x < 0)
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x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
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if (y < 0)
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y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
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x %= ds_flatwidth;
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y %= ds_flatheight;*/
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// The loops here keep the texture coordinates within the texture.
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// The loops here keep the texture coordinates within the texture.
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// even if using libdivide.
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// even if using libdivide.
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@ -814,18 +791,6 @@ void R_DrawTranslucentSplat_NPO2_8 (void)
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while (count-- && dest <= deststop)
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while (count-- && dest <= deststop)
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{
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{
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/*fixed_t x = (xposition >> FRACBITS);
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fixed_t y = (yposition >> FRACBITS);
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// Carefully align all of my Friends.
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if (x < 0)
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x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
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if (y < 0)
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y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
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x %= ds_flatwidth;
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y %= ds_flatheight;*/
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// The loops here keep the texture coordinates within the texture.
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// The loops here keep the texture coordinates within the texture.
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// even if using libdivide.
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// even if using libdivide.
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@ -894,18 +859,6 @@ void R_DrawTranslucentSpan_NPO2_8 (void)
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while (count-- && dest <= deststop)
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while (count-- && dest <= deststop)
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{
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{
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/*fixed_t x = (xposition >> FRACBITS);
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fixed_t y = (yposition >> FRACBITS);
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// Carefully align all of my Friends.
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if (x < 0)
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x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
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if (y < 0)
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y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
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x %= ds_flatwidth;
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y %= ds_flatheight;*/
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// The loops here keep the texture coordinates within the texture.
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// The loops here keep the texture coordinates within the texture.
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// even if using libdivide.
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// even if using libdivide.
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@ -972,17 +925,6 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
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while (count-- && dest <= deststop)
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while (count-- && dest <= deststop)
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{
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{
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/*fixed_t x = (xposition >> FRACBITS);
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fixed_t y = (yposition >> FRACBITS);
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// Carefully align all of my Friends.
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if (x < 0)
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x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
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if (y < 0)
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y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
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x %= ds_flatwidth;
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y %= ds_flatheight;*/
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// The loops here keep the texture coordinates within the texture.
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// The loops here keep the texture coordinates within the texture.
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// They will rarely iterate multiple times, and are cheaper than a modulo operation,
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// even if using libdivide.
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// even if using libdivide.
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