Even more conversion, lots of superfluous macro removal
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+7
-7
@@ -93,7 +93,7 @@ typedef struct texture_s
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struct gltexture_s *gltexture; //johnfitz -- pointer to gltexture
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struct gltexture_s *fullbright; //johnfitz -- fullbright mask texture
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struct gltexture_s *warpimage; //johnfitz -- for water animation
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qboolean update_warp; //johnfitz -- update warp this frame
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bool update_warp; //johnfitz -- update warp this frame
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struct msurface_s *texturechains[2]; // for texture chains
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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@@ -172,7 +172,7 @@ typedef struct msurface_s
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int lightmaptexturenum;
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byte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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bool cached_dlight; // true if dynamic light in cache
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byte *samples; // [numstyles*surfsize]
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} msurface_t;
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@@ -412,7 +412,7 @@ typedef struct qmodel_s
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char name[MAX_QPATH];
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unsigned int path_id; // path id of the game directory
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// that this model came from
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qboolean needload; // bmodels and sprites don't cache normally
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bool needload; // bmodels and sprites don't cache normally
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modtype_t type;
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int numframes;
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@@ -431,7 +431,7 @@ typedef struct qmodel_s
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//
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// solid volume for clipping
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//
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qboolean clipbox;
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bool clipbox;
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vec3_t clipmins, clipmaxs;
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//
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@@ -481,10 +481,10 @@ typedef struct qmodel_s
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byte *lightdata;
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char *entities;
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qboolean viswarn; // for Mod_DecompressVis()
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bool viswarn; // for Mod_DecompressVis()
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int bspversion;
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qboolean haslitwater;
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bool haslitwater;
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//
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// alias model
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//
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@@ -507,7 +507,7 @@ typedef struct qmodel_s
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void Mod_Init (void);
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void Mod_ClearAll (void);
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void Mod_ResetAll (void); // for gamedir changes (Host_Game_f)
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qmodel_t *Mod_ForName (const char *name, qboolean crash);
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qmodel_t *Mod_ForName (const char *name, bool crash);
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void *Mod_Extradata (qmodel_t *mod); // handles caching
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void Mod_TouchModel (const char *name);
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