Rename MatrixMultiply to Q_MatrixMultiply to avoid colliding with SDL_d3dmath.c when statically compiling
This commit is contained in:
@@ -49,7 +49,7 @@ void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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}
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}
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// had to cast away the const to avoid compiler problems...
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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Q_MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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entity->backlerp = parent->backlerp;
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}
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}
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@@ -80,8 +80,8 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare
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}
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}
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// had to cast away the const to avoid compiler problems...
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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Q_MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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Q_MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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}
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@@ -1265,7 +1265,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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VectorMA(gun.origin, lerped.origin[2], parent->axis[2], gun.origin);
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VectorMA(gun.origin, lerped.origin[2], parent->axis[2], gun.origin);
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MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, gun.axis);
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Q_MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, gun.axis);
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gun.backlerp = parent->backlerp;
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gun.backlerp = parent->backlerp;
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CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
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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
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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Q_MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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entity->backlerp = parent->backlerp;
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}
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}
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@@ -332,8 +332,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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Q_MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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Q_MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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}
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}
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@@ -337,8 +337,8 @@ void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
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zrot[1][0] = -sin( rad );
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zrot[1][0] = -sin( rad );
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zrot[1][1] = cos( rad );
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zrot[1][1] = cos( rad );
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MatrixMultiply( m, zrot, tmpmat );
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Q_MatrixMultiply( m, zrot, tmpmat );
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MatrixMultiply( tmpmat, im, rot );
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Q_MatrixMultiply( tmpmat, im, rot );
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for ( i = 0; i < 3; i++ ) {
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for ( i = 0; i < 3; i++ ) {
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dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
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dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
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@@ -1033,10 +1033,10 @@ void Matrix4Multiply(const float a[16], const float b[16], float out[16])
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/*
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/*
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================
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================
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MatrixMultiply
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Q_MatrixMultiply
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================
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================
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*/
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*/
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void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
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void Q_MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
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in1[0][2] * in2[2][0];
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in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
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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]);
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void Matrix4Copy(const float in[16], float out[16]);
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void Matrix4Copy(const float in[16], float out[16]);
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void Matrix4Multiply(const float a[16], const float b[16], float out[16]);
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void Matrix4Multiply(const float a[16], const float b[16], float out[16]);
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void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
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void Q_MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
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void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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@@ -819,7 +819,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
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return FloatAsInt( sqrt( VMF(1) ) );
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return FloatAsInt( sqrt( VMF(1) ) );
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case TRAP_MATRIXMULTIPLY:
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case TRAP_MATRIXMULTIPLY:
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MatrixMultiply( VMA(1), VMA(2), VMA(3) );
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Q_MatrixMultiply( VMA(1), VMA(2), VMA(3) );
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return 0;
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return 0;
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case TRAP_ANGLEVECTORS:
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case TRAP_ANGLEVECTORS:
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@@ -306,7 +306,7 @@ static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *pare
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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Q_MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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entity->backlerp = parent->backlerp;
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}
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}
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@@ -333,8 +333,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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Q_MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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Q_MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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}
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}
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