just moved the variable declaration out of the for loops when the same was used twice. vc6 doesn't like it since it doesn't scope the for-header.
This was SVN commit r145.
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@ -25,11 +25,13 @@ CPatch::~CPatch ()
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//Initialize the patch
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void CPatch::Initialize (STerrainVertex *first_vertex)
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{
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int j;
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m_pVertices = first_vertex;
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m_Bounds.SetEmpty();
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for (int j=0; j<PATCH_SIZE+1; j++)
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for (j=0; j<PATCH_SIZE+1; j++)
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{
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for (int i=0; i<PATCH_SIZE+1; i++)
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{
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@ -37,7 +39,7 @@ void CPatch::Initialize (STerrainVertex *first_vertex)
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}
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}
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for (int j=0; j<16; j++)
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for (j=0; j<16; j++)
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{
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for (int i=0; i<16; i++)
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{
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@ -79,15 +79,17 @@ void CRenderer::BeginFrame()
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// force rendering of any batched objects
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void CRenderer::FlushFrame()
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{
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int i;
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// render base terrain
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if (m_TerrainMode==WIREFRAME) {
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}
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for (int i=0;i<m_TerrainPatches.size();++i) {
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for (i=0;i<m_TerrainPatches.size();++i) {
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RenderPatchBase(m_TerrainPatches[i].m_Object);
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}
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for (int i=0;i<m_TerrainPatches.size();++i) {
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for (i=0;i<m_TerrainPatches.size();++i) {
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RenderPatchTrans(m_TerrainPatches[i].m_Object);
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}
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@ -96,7 +98,7 @@ void CRenderer::FlushFrame()
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}
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// render models
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for (int i=0;i<m_Models.size();++i) {
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for (i=0;i<m_Models.size();++i) {
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RenderModel(m_Models[i]);
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}
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@ -52,13 +52,15 @@ bool CTerrain::Load(char *filename)
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bool CTerrain::InitFromHeightmap(const u8* data)
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{
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int j;
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delete[] m_pVertices;
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m_pVertices = new STerrainVertex[MAP_SIZE*MAP_SIZE];
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if (m_pVertices == NULL)
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return false;
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for (int j=0; j<MAP_SIZE; j++)
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for (j=0; j<MAP_SIZE; j++)
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{
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for (int i=0; i<MAP_SIZE; i++)
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{
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@ -70,7 +72,7 @@ bool CTerrain::InitFromHeightmap(const u8* data)
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}
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}
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for (int j=0; j<NUM_PATCHES_PER_SIDE; j++)
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for (j=0; j<NUM_PATCHES_PER_SIDE; j++)
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{
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for (int i=0; i<NUM_PATCHES_PER_SIDE; i++)
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{
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