Fix some stupid bug with missing braces.
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5cc4b3ba16
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4a078c8376
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@ -765,17 +765,20 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
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TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
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if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX))
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if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) {
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TRACE("Unexpected Light State Type\n");
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return DDERR_INVALIDPARAMS;
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}
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if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
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IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState;
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if (mat != NULL) {
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TRACE(" activating material %p.\n", mat);
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mat->activate(mat);
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} else {
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ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
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return DDERR_INVALIDPARAMS;
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}
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} else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
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switch (dwLightState) {
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@ -784,15 +787,15 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
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break;
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case D3DCOLOR_RGB:
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/* We are already in this mode */
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TRACE("Setting color model to RGB (no-op).\n");
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break;
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default:
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ERR("Unknown color model!\n");
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break;
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return DDERR_INVALIDPARAMS;
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}
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} else {
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D3DRENDERSTATETYPE rs;
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switch (dwLightStateType) {
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case D3DLIGHTSTATE_AMBIENT: /* 2 */
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rs = D3DRENDERSTATE_AMBIENT;
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break;
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@ -812,7 +815,8 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
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rs = D3DRENDERSTATE_COLORVERTEX;
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break;
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default:
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break;
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ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType);
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return DDERR_INVALIDPARAMS;
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}
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IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
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@ -309,17 +309,15 @@ static void activate(IDirect3DMaterialImpl* This) {
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(float *) &(This->mat.u3.emissive));
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LEAVE_GL();
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if (TRACE_ON(ddraw)) {
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DPRINTF(" - size : %ld\n", This->mat.dwSize);
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DPRINTF(" - diffuse : "); dump_D3DCOLORVALUE(&(This->mat.u.diffuse)); DPRINTF("\n");
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DPRINTF(" - ambient : "); dump_D3DCOLORVALUE(&(This->mat.u1.ambient)); DPRINTF("\n");
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DPRINTF(" - specular: "); dump_D3DCOLORVALUE(&(This->mat.u2.specular)); DPRINTF("\n");
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DPRINTF(" - emissive: "); dump_D3DCOLORVALUE(&(This->mat.u3.emissive)); DPRINTF("\n");
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DPRINTF(" - power : %f\n", This->mat.u4.power);
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DPRINTF(" - texture handle : %08lx\n", (DWORD)This->mat.hTexture);
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}
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return ;
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if (TRACE_ON(ddraw)) {
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DPRINTF(" - size : %ld\n", This->mat.dwSize);
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DPRINTF(" - diffuse : "); dump_D3DCOLORVALUE(&(This->mat.u.diffuse)); DPRINTF("\n");
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DPRINTF(" - ambient : "); dump_D3DCOLORVALUE(&(This->mat.u1.ambient)); DPRINTF("\n");
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DPRINTF(" - specular: "); dump_D3DCOLORVALUE(&(This->mat.u2.specular)); DPRINTF("\n");
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DPRINTF(" - emissive: "); dump_D3DCOLORVALUE(&(This->mat.u3.emissive)); DPRINTF("\n");
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DPRINTF(" - power : %f\n", This->mat.u4.power);
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DPRINTF(" - texture handle : %08lx\n", (DWORD)This->mat.hTexture);
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}
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}
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#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
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