@@ -861,9 +861,9 @@ a little redundant with r_flaresDlight
861861*/
862862static void R_RenderFlashblend (dlight_t * light )
863863{
864- int i , j ;
864+ int i ;
865865 float a ;
866- vec3_t v , vv ;
866+ vec3_t v ;
867867 float rad ;
868868 vec3_t vup , vpn , vright ;
869869 vec3_t point ;
@@ -881,8 +881,6 @@ static void R_RenderFlashblend (dlight_t *light)
881881 for (int qj = 0 ; qj < 3 ; qj ++ )
882882 v [qj ] = light -> origin [qj ];
883883
884- VectorSubtract (light -> origin , backEnd .or .viewOrigin , vv );
885-
886884 RB_BeginSurface ( tr .coneShader , tess .fogNum );
887885
888886 for (i = 0 ; i < 3 ; i ++ )
@@ -921,15 +919,13 @@ static void R_RenderFlashblend (dlight_t *light)
921919
922920
923921// leilei - go through the active dlights, and then draw them
924- static void RB_RenderFlashblends () {
925- int l ;
922+ static void RB_RenderFlashblends (void ) {
926923 int i ;
927924 if ( !backEnd .refdef .num_dlights ) {
928925 return ;
929926 }
930- l = backEnd .refdef .dlights ;
931927
932- for (i = 0 ; i < backEnd .refdef .num_dlights ; i ++ , l ++ ) {
928+ for (i = 0 ; i < backEnd .refdef .num_dlights ; i ++ ) {
933929 dlight_t * dl = & backEnd .refdef .dlights [i ];
934930
935931 if (dl -> additive == 2 )
@@ -945,13 +941,13 @@ RB_RenderDrawSurfList
945941*/
946942void RB_RenderDrawSurfList ( drawSurf_t * drawSurfs , int numDrawSurfs ) {
947943 shader_t * shader , * oldShader ;
948- int fogNum , oldFogNum ;
949- int entityNum , oldEntityNum ;
950- int dlighted , oldDlighted ;
944+ int fogNum , oldFogNum ;
945+ int entityNum , oldEntityNum ;
946+ int dlighted , oldDlighted ;
951947 qboolean depthRange , oldDepthRange , isCrosshair , wasCrosshair ;
952- int i ;
948+ int i ;
953949 drawSurf_t * drawSurf ;
954- int oldSort ;
950+ int oldSort ;
955951 float originalTime ;
956952
957953 // save original time for entity shader offsets
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