Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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--------
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arch/carbon/conf.h: Enabled Tracker support for Mac OS
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RELEASE-NOTES.txt, README.txt, SConstruct, arch/carbon/conf.h: Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs
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main/endlevel.c: Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
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20110505
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--------
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@ -202,7 +202,10 @@ int endlevel_data_loaded=0;
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void start_endlevel_sequence()
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{
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int last_segnum,exit_side,tunnel_length;
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#ifndef NDEBUG
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int last_segnum;
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#endif
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int exit_side,tunnel_length;
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reset_rear_view(); //turn off rear view if set - NOTE: make sure this happens before we pause demo recording!!
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@ -253,9 +256,9 @@ void start_endlevel_sequence()
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PlayerFinishedLevel(0); //don't do special sequence
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return;
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}
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#ifndef NDEBUG
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last_segnum = old_segnum;
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#endif
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//now pick transition segnum 1/3 of the way in
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old_segnum = ConsoleObject->segnum;
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@ -271,9 +274,9 @@ void start_endlevel_sequence()
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transition_segnum = segnum;
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}
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#ifndef NDEBUG
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Assert(last_segnum == exit_segnum);
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#endif
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#ifdef NETWORK
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if (Game_mode & GM_MULTI) {
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multi_send_endlevel_start(0);
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@ -485,7 +488,6 @@ void do_endlevel_frame()
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if ((explosion_wait1-=FrameTime) < 0) {
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vms_vector tpnt;
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int segnum;
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object *expl;
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static int sound_count;
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vm_vec_scale_add(&tpnt,&ConsoleObject->pos,&ConsoleObject->orient.fvec,-ConsoleObject->size*5);
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@ -495,7 +497,7 @@ void do_endlevel_frame()
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segnum = find_point_seg(&tpnt,ConsoleObject->segnum);
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if (segnum != -1) {
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expl = object_create_explosion(segnum,&tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION);
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object_create_explosion(segnum,&tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION);
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if (d_rand()<10000 || ++sound_count==7) { //pseudo-random
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digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, 0, &tpnt, 0, F1_0 );
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sound_count=0;
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@ -840,7 +842,9 @@ fix satellite_size = i2f(400);
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void render_external_scene(fix eye_offset)
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{
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#ifdef OGL
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int orig_Render_depth = Render_depth;
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#endif
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Viewer_eye = Viewer->pos;
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g3s_lrgb lrgb = { f1_0, f1_0, f1_0 };
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@ -885,11 +889,11 @@ void render_external_scene(fix eye_offset)
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#ifdef OGL
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ogl_toggle_depth_test(0);
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#endif
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Render_depth = (200-(vm_vec_dist_quick(&mine_ground_exit_point, &Viewer_eye)/F1_0))/36;
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#endif
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render_terrain(&mine_ground_exit_point,exit_point_bmx,exit_point_bmy);
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Render_depth = orig_Render_depth;
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#ifdef OGL
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Render_depth = orig_Render_depth;
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ogl_toggle_depth_test(1);
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#endif
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