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authorSteven Fuller <relnev@icculus.org>2001-08-12 04:42:44 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:36 +0200
commit24847bd2840ac9391728478bbbd34350a4de153f (patch)
treeaf16f5a96e865080a8b38d8429e0564b9589bc9f /src/stubs.c
parentde3fda828dae5015dcadb7018188f80a4f265dcb (diff)
Turned texture repeating back on. (some levels seem to need it to look
'properly'). Implemented some special vision mode drawing (for Predator).
Diffstat (limited to 'src/stubs.c')
-rw-r--r--src/stubs.c10
1 files changed, 0 insertions, 10 deletions
diff --git a/src/stubs.c b/src/stubs.c
index df4d37e..3b2e9db 100644
--- a/src/stubs.c
+++ b/src/stubs.c
@@ -517,16 +517,6 @@ void D3D_ScreenInversionOverlay()
fprintf(stderr, "D3D_ScreenInversionOverlay()\n");
}
-void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr)
-{
- fprintf(stderr, "D3D_PredatorThermalVisionPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
-}
-
-void D3D_PredatorScreenInversionOverlay()
-{
- fprintf(stderr, "D3D_PredatorScreenInversionOverlay()\n");
-}
-
void D3D_PlayerOnFireOverlay()
{
fprintf(stderr, "D3D_PlayerOnFireOverlay()\n");