cleanup
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@@ -49,21 +49,21 @@ CString GetErrorString( HRESULT hr )
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// Globals
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// Globals
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//
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//
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#if !defined(XBOX)
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#if !defined(XBOX)
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HMODULE g_D3D8_Module = NULL;
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HMODULE g_D3D8_Module = NULL;
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#endif
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#endif
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LPDIRECT3D8 g_pd3d = NULL;
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LPDIRECT3D8 g_pd3d = NULL;
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL;
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL;
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D3DCAPS8 g_DeviceCaps;
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D3DCAPS8 g_DeviceCaps;
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D3DDISPLAYMODE g_DesktopMode;
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D3DDISPLAYMODE g_DesktopMode;
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D3DPRESENT_PARAMETERS g_d3dpp;
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D3DPRESENT_PARAMETERS g_d3dpp;
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int g_ModelMatrixCnt=0;
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int g_ModelMatrixCnt=0;
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TextureUnit g_currentTextureUnit = TextureUnit_1;
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TextureUnit g_currentTextureUnit = TextureUnit_1;
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static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
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static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
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/* Direct3D doesn't associate a palette with textures.
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/* Direct3D doesn't associate a palette with textures.
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* Instead, we load a palette into a slot. We need to keep track
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* Instead, we load a palette into a slot. We need to keep track
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* of which texture's palette is stored in what slot. */
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* of which texture's palette is stored in what slot. */
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map<unsigned,int> g_TexResourceToPaletteIndex;
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map<unsigned,int> g_TexResourceToPaletteIndex;
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list<int> g_PaletteIndex;
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list<int> g_PaletteIndex;
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struct TexturePalette { PALETTEENTRY p[256]; };
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struct TexturePalette { PALETTEENTRY p[256]; };
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map<unsigned,TexturePalette> g_TexResourceToTexturePalette;
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map<unsigned,TexturePalette> g_TexResourceToTexturePalette;
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