Removed macros that were not being used in the game code.
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efc3e22969
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2 changed files with 0 additions and 167 deletions
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@ -40,7 +40,6 @@ extern "C" {
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#define Term -1
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/******************** General *****************************/
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#define SupportFPMathsFunctions Yes
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@ -55,7 +54,6 @@ extern "C" {
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#define ONE_FIXED 65536
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#define ONE_FIXED_SHIFT 16
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#define Analogue Yes
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#define Digital No
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@ -80,54 +78,12 @@ typedef enum {
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#define SupportMultiCamModules Yes
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/************* Timer and Frame Rate Independence *************/
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#define TimerFrame 1000
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#define TimerFrame10 10000
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#define NormalFrame ONE_FIXED
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#define NormalFrameShift ONE_FIXED_SHIFT
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#define UseAlarmTimer No
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/******************** Clip Outcodes *****************/
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#define ClipTerm 0x1fffffff
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#define oc_left 0x00000001
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#define oc_right 0x00000002
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#define oc_up 0x00000004
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#define oc_down 0x00000008
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#define oc_z 0x00000010
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#define oc_pntrot 0x00000020
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#define oc_xrot 0x00000040
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#define oc_yrot 0x00000080
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#define oc_zrot 0x00000100
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#define oc_z_lt_h1 0x00000200
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#define oc_z_gte_h2 0x00000400
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#define oc_z_haze 0x00000800
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#define oc_clampz 0x00001000
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/* Outcodes can be cast to this struct */
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typedef struct oc_entry {
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int OC_Flags1;
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int OC_Flags2;
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int OC_HazeAlpha;
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} OC_ENTRY;
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/* now defunct - see next four defines*/
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#define Hardware2dTextureClipping No
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#define Texture3dClamping No
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#define Texture2dClamping No
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#define Texture3dSubdivide No
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/***************** Angles and VALUES ******************/
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@ -144,14 +100,10 @@ typedef struct oc_entry {
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#define wrap360 4095
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#define Cosine45 46341 /* 46340.95001 cosine(45deg)*/
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#define DefaultSlope 46341
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#define bigint 1<<30 /* max int size*/
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#define smallint -(bigint) /* smallest int size*/
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#define BigLowY 100000 /* Must be bigger than any Screen Y */
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/****************** BUFFER SIZES **********************/
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@ -164,48 +116,26 @@ extern int maxshapes;
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//tuning for morph sizes
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#define maxmorphPts 1024
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#define maxmorphNormals 1024
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#define maxmorphVNormals 1024
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#define maxpolys 4000
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#define maxpolyptrs maxpolys
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#define maxpolypts 9 /* Translates as number of vectors */
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#define maxvsize 6 /* 3d Phong is x,y,z,nx,ny,nz */
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#define pointsarraysize maxpolypts*maxvsize
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#define avgpolysize (1 + 1 + 1 + 1 + (6 * 4) + 1) /* 3d guard poly*/
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#define maxscansize 8 /* e.g. Tx, U1, V1, U2, V2, X1, X2, Y */
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#define vsize 3 /* Scale for polygon vertex indices */
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#define numfreebspblocks 1
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#define maxbspnodeitems 1
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#if 0
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#define MaxImages 80 /* Was 400, but now we only have one NPC in each image group */
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#define MaxImageGroups 15 /* Right: One for the ENV one for the CHARACTER, one for each NPC (max 4, though only MPS4 ever has as many as 3 at present) */
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#else
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#define MaxImages 400
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#define MaxImageGroups 1
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#endif
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#define oversample_8bitg_threshold 256
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/************** Some Shell and Loading Platform Compiler Options ******************/
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#define binary_loading No
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#undef RIFF_SYSTEM
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#define RIFF_SYSTEM
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#define TestRiffLoaders Yes
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#define SupportFarStrategyModel No
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#define LoadingMapsShapesAndTexturesEtc No
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#define pc_backdrops No
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#define DynamicAdaptationToFrameRate No
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/***************** DRAW SORT *******************/
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@ -222,22 +152,13 @@ extern int maxshapes;
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#define StandardShapeLanguage Yes
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#define CalcShapeExtents No
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#define SupportModules Yes
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#define IncludeModuleFunctionPrototypes Yes
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#define SupportDynamicModuleObjects Yes
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#define SupportMorphing Yes
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#define LazyEvaluationForMorphing No
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/* Default Scale for Shape Vertices */
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#define pscale 1
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/***************** COLLISION DEFINES*************/
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#define StandardStrategyAndCollisions No
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#define IntermediateSSACM No /* User preference */
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@ -246,10 +167,6 @@ extern int maxshapes;
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/************** TEXTURE DEFINES*******************/
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#define LoadPGMPalettesFromAnywhere Yes
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#define maxTxAnimblocks 100
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/* Texture usage of the colour int */
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@ -259,39 +176,6 @@ extern int maxshapes;
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#define ClrTxIndex 0xffff0000 /* AND with this to clear the low 16-bits */
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#define ClrTxDefn 0x0000ffff /* AND with this to clear the high 16-bits */
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#define draw_palette No
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#define AssumeTextures256Wide Yes
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#define remap_table_rgb_bits 4 /* Gives 4,096 entries */
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#define Remap24BitBMPFilesInRaw256Mode No
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#define Remap8BitBMPFilesInRaw256Mode No
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#define SupportMIPMapping No
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#define UseMIPMax No
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#define UseMIPMin No
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#define UseMIPAvg Yes
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/* Jake's addition to mip-mapping */
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/* improves resolution of mip images chosen for the scandraws */
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/* 0 is the worstt resoloution, best anti-aliasing 6 the best*/
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#define MIP_INDEX_SUBTRACT 1
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/* What to do if the images are not the most suitable size for mip mapping ... */
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/* Set this if you have inappropriately sized images and you want */
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/* the mip maps' sizes to be rounded up eg. 161x82 -> 81x41 -> 21x11 -> 11x6 -> 6x3 -> 3x2 -> 2x1 */
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#define MIP_ROUNDUP Yes
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#if 0
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#define num_shadetable_entries 256
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#define shadetable_shift 8 /* 65,535 -> 255 */
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#endif
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#if 1
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#define num_shadetable_entries 1024
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#define shadetable_shift 6
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#endif
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/*
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3d textures
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This defines the amount by which we can scale up U/Z, V/Z & 1/Z
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@ -15,12 +15,9 @@
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extern "C" {
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#endif
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//#include "fastfile.h"
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#define platform_pc Yes
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#define Saturn No
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#define Hardware2dTextureClipping No
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/* Types */
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@ -544,54 +541,6 @@ typedef enum {
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} WININITMODES;
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/*
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Triangle Array Limits etc.
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*/
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#define maxarrtriangles 7 /* Could be 6 if all shape data in triangles */
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#define trianglesize (1 + 1 + 1 + 1 + (6 * 3) + 1) /* largest, could be 5*3 if no 3d texturing */
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#define pta_max 9 /* Could be 8 if all shape data in triangles */
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/* header + xy + terminator */
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#define item_polygon_trianglesize (1 + 1 + 1 + 1 + (2 * 3) + 1)
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/* header + xyi + terminator */
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#define item_gouraudpolygon_trianglesize (1 + 1 + 1 + 1 + (3 * 3) + 1)
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/* header + xyuv + terminator */
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#define item_2dtexturedpolygon_trianglesize (1 + 1 + 1 + 1 + (4 * 3) + 1)
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/* header + xyuvi + terminator */
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#define item_gouraud2dtexturedpolygon_trianglesize (1 + 1 + 1 + 1 + (5 * 3) + 1)
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/* header + xyuvw + terminator */
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#define item_3dtexturedpolygon_trianglesize (1 + 1 + 1 + 1 + (5 * 3) + 1)
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/* header + xyuvwi + terminator */
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#define item_gouraud3dtexturedpolygon_trianglesize (1 + 1 + 1 + 1 + (6 * 3) + 1)
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/*
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Vertex sizes
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For copying vertices from item list polygons to triangles
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e.g.
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Vertex 2 (x component) of the quad would be (for Item_Polygon)
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q[2 * i_poly_vsize + i_vstart + ix]
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WARNING: If the item format changes these MUST be updated
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*/
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#define vstart 4
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#define poly_vsize 2
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#define gpoly_vsize 3
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#define t2poly_vsize 4
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#define gt2poly_vsize 5
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#define t3poly_vsize 5
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#define gt3poly_vsize 6
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/*
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Function prototypes
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