Merge branch 'the-scary-22-merge' of https://git.magicalgirl.moe/KartKrew/Kart into the-scary-22-merge

This commit is contained in:
Sally Coolatta 2020-08-10 15:56:45 -04:00
commit dd89f333e2
5 changed files with 1 additions and 44 deletions

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@ -1,25 +1,15 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
<<<<<<< HEAD
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 by Sonic Team Junior.
=======
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
>>>>>>> srb2/next
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
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/// \file
=======
/// \file hw_light.c
/// \brief Corona/Dynamic/Static lighting add on by Hurdler
/// !!! Under construction !!!
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/// !!! Under construction !!!\
#include "../doomdef.h"
@ -35,8 +25,6 @@
#include "../r_main.h"
#include "../p_local.h"
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=======
//=============================================================================
// DEFINES
//=============================================================================

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@ -1,13 +1,7 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
<<<<<<< HEAD
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 by Sonic Team Junior.
=======
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
>>>>>>> srb2/next
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
@ -22,8 +16,6 @@
#include "hw_glob.h"
#include "hw_defs.h"
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=======
#define NUMLIGHTFREESLOTS 32 // Free light slots (for SOCs)
#ifdef ALAM_LIGHTING

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@ -104,29 +104,15 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(MakeScreenFinalTexture);
GETFUNC(DrawScreenFinalTexture);
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GETFUNC(RenderSkyDome);
=======
>>>>>>> srb2/next
GETFUNC(LoadShaders);
GETFUNC(KillShaders);
GETFUNC(SetShader);
GETFUNC(UnSetShader);
<<<<<<< HEAD
GETFUNC(LoadCustomShader);
GETFUNC(InitCustomShaders);
GETFUNC(StartBatching);
GETFUNC(RenderBatches);
=======
GETFUNC(SetShaderInfo);
GETFUNC(LoadCustomShader);
GETFUNC(InitCustomShaders);
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#else //HWRENDER
if (0 == strcmp("FinishUpdate", funcName))
return funcPointer; //&FinishUpdate;

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@ -86,9 +86,6 @@ static VOID UnloadDLL (HMODULE* pModule)
// ==========================================================================
// note : the 3D driver loading should be put somewhere else..
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=======
#ifdef HWRENDER
static HMODULE hwdModule = NULL;
@ -173,7 +170,6 @@ VOID Shutdown3DDriver (VOID)
}
#endif
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#ifdef HW3SOUND
static HMODULE hwsModule = NULL;

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@ -300,11 +300,6 @@ static inline boolean I_SkipFrame(void)
return false;
/* FALLTHRU */
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
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=======
#ifndef NONET
>>>>>>> srb2/next
/* FALLTHRU */
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default: