typedef struct
{
int entity;
+ // draw this as lightning polygons, or a model?
+ int lightning;
struct model_s *model;
float endtime;
vec3_t start, end;
+ // if this beam is owned by an entity, this is the beam start relative to
+ // that entity's matrix for per frame start updates
+ vec3_t relativestart;
+ vec3_t relativeend;
+ // indicates whether relativestart is valid
+ int relativestartvalid;
}
beam_t;
float radius;
// drop this each second
float decay;
- // the entity that spawned this light (can be NULL if it will never be replaced)
- //entity_render_t *ent;
+ // the entity that owns this light (can be NULL)
+ struct entity_render_s *ent;
}
dlight_t;
#define SIGNONS 4 // signon messages to receive before connected
-#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
{
cactive_t state;
-// personalization data sent to server
- char mapstring[MAX_QPATH];
- // to restart a level
- //char spawnparms[MAX_MAPSTRING];
-
// demo loop control
// -1 = don't play demos
int demonum;
//
void CL_Parse_Init(void);
void CL_ParseServerMessage(void);
+void CL_Parse_DumpPacket(void);
//
// view
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void CL_LavaSplash (vec3_t org);
void CL_TeleportSplash (vec3_t org);
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
+void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
+void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
void CL_MoveParticles(void);
void R_MoveExplosions(void);
void R_NewExplosion(vec3_t org);
// fullscreen color blend
float viewblend[4];
- // weapon model
- entity_render_t viewent;
-
entity_render_t **entities;
int numentities;
int maxentities;
#include "cgamevm.h"
+void Host_PerformSpawnServerAndLoadGame(void);
+
#endif