Wrap __attribute__s in macros
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@@ -1198,8 +1198,8 @@ extern vmCvar_t cg_obeliskRespawnDelay;
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const char *CG_ConfigString( int index );
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const char *CG_Argv( int arg );
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void QDECL CG_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
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void QDECL CG_Error( const char *msg, ... ) __attribute__ ((noreturn, format (printf, 1, 2)));
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void QDECL CG_Printf( const char *msg, ... ) Q_PRINTF_FUNC(1, 2);
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void QDECL CG_Error( const char *msg, ... ) Q_NO_RETURN Q_PRINTF_FUNC(1, 2);
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void CG_StartMusic( void );
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@@ -1483,7 +1483,7 @@ void CG_CheckChangedPredictableEvents( playerState_t *ps );
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void trap_Print( const char *fmt );
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// abort the game
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void trap_Error(const char *fmt) __attribute__((noreturn));
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void trap_Error(const char *fmt) Q_NO_RETURN;
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// milliseconds should only be used for performance tuning, never
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// for anything game related. Get time from the CG_DrawActiveFrame parameter
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