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Added FS_ListFilteredFiles, FS_FreeFileList, R_GetModelName and R_GetShaderName to client game imports
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2 changed files with 9 additions and 1 deletions
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@ -137,6 +137,8 @@ functions exported to the main executable
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void (*FS_FreeFile)(void *buf);
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int (*FS_WriteFile)(const char *qpath, const void *buffer, int size);
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void (*FS_WriteTextFile)(const char *qpath, const void *buffer, int size);
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char** (*FS_ListFilteredFiles)(const char* path, const char* extension, const char* filter, qboolean wantSubs, int* numfiles, qboolean allowNonPureFilesOnDisk);
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void (*FS_FreeFileList)(char **list);
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// add commands to the local console as if they were typed in
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// for map changing, etc. The command is not executed immediately,
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// but will be executed in order the next time console commands
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@ -283,9 +285,11 @@ functions exported to the main executable
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qhandle_t (*R_RegisterModel)(const char *name);
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qhandle_t (*R_SpawnEffectModel)(const char *name, vec3_t pos, vec3_t axis[3]);
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qhandle_t (*R_RegisterServerModel)(const char *name);
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const char * (*R_GetModelName)(qhandle_t hModel);
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void (*R_UnregisterServerModel)(qhandle_t hModel);
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qhandle_t (*R_RegisterShader)(const char *name);
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qhandle_t (*R_RegisterShaderNoMip)(const char *name);
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const char* (*R_GetShaderName)(qhandle_t hShader);
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void (*R_AddRefEntityToScene)(const refEntity_t *ent, int parentEntityNumber);
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void (*R_AddRefSpriteToScene)(const refEntity_t *ent);
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void (*R_AddLightToScene)(const vec3_t origin, float intensity, float r, float g, float b, int type);
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@ -500,7 +504,7 @@ functions exported to the main executable
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void (*CG_ReadNonPVSClient)(radarUnpacked_t* radarUnpacked);
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void (*CG_UpdateRadar)();
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size_t (*CG_SaveStateToBuffer)(void** out, int svsTime);
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void (*CG_LoadStateToBuffer)(void* state, size_t size, int svsTime);
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qboolean (*CG_LoadStateToBuffer)(void* state, size_t size, int svsTime);
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void (*CG_CleanUpTempModels)();
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// FIXME
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@ -605,6 +605,8 @@ void CL_InitCGameDLL( clientGameImport_t *cgi, clientGameExport_t **cge ) {
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cgi->FS_FreeFile = FS_FreeFile;
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cgi->FS_WriteFile = FS_WriteFile;
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cgi->FS_WriteTextFile = FS_WriteTextFile;
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cgi->FS_ListFilteredFiles = FS_ListFilteredFiles;
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cgi->FS_FreeFileList = FS_FreeFileList;
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cgi->SendConsoleCommand = Cbuf_AddText;
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@ -676,9 +678,11 @@ void CL_InitCGameDLL( clientGameImport_t *cgi, clientGameExport_t **cge ) {
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cgi->R_RegisterModel = re.RegisterModel;
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cgi->R_SpawnEffectModel = re.SpawnEffectModel;
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cgi->R_RegisterServerModel = re.RegisterServerModel;
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cgi->R_GetModelName = re.GetModelName;
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cgi->R_UnregisterServerModel = re.UnregisterServerModel;
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cgi->R_RegisterShader = re.RegisterShader;
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cgi->R_RegisterShaderNoMip = re.RegisterShaderNoMip;
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cgi->R_GetShaderName = re.GetShaderName;
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cgi->R_AddRefEntityToScene = re.AddRefEntityToScene;
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cgi->R_AddRefSpriteToScene = re.AddRefSpriteToScene;
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