Rename MatrixMultiply to Q_MatrixMultiply to avoid colliding with SDL_d3dmath.c when statically compiling

This commit is contained in:
Poul Sander
2022-03-19 20:11:57 +01:00
parent 7666af68b1
commit 4e334dddbe
7 changed files with 16 additions and 16 deletions

View File

@@ -49,7 +49,7 @@ void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
Q_MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
entity->backlerp = parent->backlerp;
}
@@ -80,8 +80,8 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply( entity->axis, lerped.axis, tempAxis );
MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
Q_MatrixMultiply( entity->axis, lerped.axis, tempAxis );
Q_MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
}

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@@ -1265,7 +1265,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
VectorMA(gun.origin, lerped.origin[2], parent->axis[2], gun.origin);
MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, gun.axis);
Q_MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, gun.axis);
gun.backlerp = parent->backlerp;
CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );

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@@ -305,7 +305,7 @@ static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *pare
}
// cast away const because of compiler problems
MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
Q_MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
entity->backlerp = parent->backlerp;
}
@@ -332,8 +332,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
}
// cast away const because of compiler problems
MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
MatrixMultiply( lerped.axis, tempAxis, entity->axis );
Q_MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
Q_MatrixMultiply( lerped.axis, tempAxis, entity->axis );
}

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@@ -337,8 +337,8 @@ void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
zrot[1][0] = -sin( rad );
zrot[1][1] = cos( rad );
MatrixMultiply( m, zrot, tmpmat );
MatrixMultiply( tmpmat, im, rot );
Q_MatrixMultiply( m, zrot, tmpmat );
Q_MatrixMultiply( tmpmat, im, rot );
for ( i = 0; i < 3; i++ ) {
dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
@@ -1033,10 +1033,10 @@ void Matrix4Multiply(const float a[16], const float b[16], float out[16])
/*
================
MatrixMultiply
Q_MatrixMultiply
================
*/
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
void Q_MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +

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@@ -709,7 +709,7 @@ qboolean Matrix4Compare(const float a[16], const float b[16]);
void Matrix4Copy(const float in[16], float out[16]);
void Matrix4Multiply(const float a[16], const float b[16], float out[16]);
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void Q_MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );

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@@ -819,7 +819,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
return FloatAsInt( sqrt( VMF(1) ) );
case TRAP_MATRIXMULTIPLY:
MatrixMultiply( VMA(1), VMA(2), VMA(3) );
Q_MatrixMultiply( VMA(1), VMA(2), VMA(3) );
return 0;
case TRAP_ANGLEVECTORS:

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@@ -306,7 +306,7 @@ static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *pare
}
// cast away const because of compiler problems
MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
Q_MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
entity->backlerp = parent->backlerp;
}
@@ -333,8 +333,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
}
// cast away const because of compiler problems
MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
MatrixMultiply( lerped.axis, tempAxis, entity->axis );
Q_MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
Q_MatrixMultiply( lerped.axis, tempAxis, entity->axis );
}