#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-float explosiontexcoord2f[EXPLOSIONVERTS][2];
-int explosiontris[EXPLOSIONTRIS][3];
-int explosionnoiseindex[EXPLOSIONVERTS];
-vec3_t explosionpoint[EXPLOSIONVERTS];
+static float explosiontexcoord2f[EXPLOSIONVERTS][2];
+static int explosiontris[EXPLOSIONTRIS][3];
+static int explosionnoiseindex[EXPLOSIONVERTS];
+static vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
}
explosion_t;
-explosion_t explosion[MAX_EXPLOSIONS];
+static explosion_t explosion[MAX_EXPLOSIONS];
-rtexture_t *explosiontexture;
-rtexture_t *explosiontexturefog;
+static rtexture_t *explosiontexture;
+static rtexture_t *explosiontexturefog;
-rtexturepool_t *explosiontexturepool;
+static rtexturepool_t *explosiontexturepool;
cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
-void r_explosion_start(void)
+static void r_explosion_start(void)
{
int x, y;
qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
// note that explosions survive the restart
}
-void r_explosion_shutdown(void)
+static void r_explosion_shutdown(void)
{
R_FreeTexturePool(&explosiontexturepool);
}
-void r_explosion_newmap(void)
+static void r_explosion_newmap(void)
{
memset(explosion, 0, sizeof(explosion));
}
-int R_ExplosionVert(int column, int row)
+static int R_ExplosionVert(int column, int row)
{
int i;
float yaw, pitch;
}
}
-void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+static void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
int numtriangles, numverts;
float alpha;
GL_LockArrays(0, 0);
}
-void R_MoveExplosion(explosion_t *e)
+static void R_MoveExplosion(explosion_t *e)
{
int i;
float dot, end[3], frametime;