Overhaul to console structure, a bit
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+6
-6
@@ -273,7 +273,7 @@ void R_TranslateNewPlayerSkin(int playernum) {
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//TODO: move these tests to the place where skinnum gets received from the server
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if (skinnum < 0 || skinnum >= paliashdr->numskins) {
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Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
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console::debug("(%d): Invalid player skin #%d\n", playernum, skinnum);
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skinnum = 0;
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}
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@@ -414,7 +414,7 @@ void R_TimeRefresh_f(void) {
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float start, stop, time;
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if (cls.state != ca_connected) {
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Con_Printf("Not connected to a server\n");
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console::info("Not connected to a server\n");
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return;
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}
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@@ -429,7 +429,7 @@ void R_TimeRefresh_f(void) {
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glFinish();
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stop = Sys_DoubleTime();
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time = stop - start;
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Con_Printf("%f seconds (%f fps)\n", time, 128 / time);
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console::info("%f seconds (%f fps)\n", time, 128 / time);
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}
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void D_FlushCaches(void) {
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@@ -448,7 +448,7 @@ static bool GL_CheckShader(GLuint shader) {
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memset(infolog, 0, sizeof(infolog));
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GL_GetShaderInfoLogFunc(shader, sizeof(infolog), NULL, infolog);
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Con_Warning("GLSL program failed to compile: %s", infolog);
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console::warn("GLSL program failed to compile: %s", infolog);
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return false;
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}
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@@ -465,7 +465,7 @@ static bool GL_CheckProgram(GLuint program) {
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memset(infolog, 0, sizeof(infolog));
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GL_GetProgramInfoLogFunc(program, sizeof(infolog), NULL, infolog);
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Con_Warning("GLSL program failed to link: %s", infolog);
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console::warn("GLSL program failed to link: %s", infolog);
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return false;
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}
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@@ -485,7 +485,7 @@ GLint GL_GetUniformLocation(GLuint *programPtr, const char *name) {
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location = GL_GetUniformLocationFunc(*programPtr, name);
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if (location == -1) {
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Con_Warning("GL_GetUniformLocationFunc %s failed\n", name);
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console::warn("GL_GetUniformLocationFunc %s failed\n", name);
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*programPtr = 0;
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}
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return location;
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