vec3_t cullmins;
vec3_t cullmaxs;
// culling
- vec_t cullradius;
+ //vec_t cullradius;
// squared cullradius
- vec_t cullradius2;
+ //vec_t cullradius2;
// lightmap renderer stuff (remove someday!)
// the size of the light
shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numclusters;
- int *static_clusterindices;
+ int static_numclusterpvsbytes;
+ int *static_clusterlist;
+ qbyte *static_clusterpvs;
}
rtlight_t;
int demonum;
// list of demos in loop
char demos[MAX_DEMOS][MAX_DEMONAME];
+ // the actively playing demo (set by CL_PlayDemo_f)
+ char demoname[64];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
int protocol;
// entity database stuff
- entity_database_t entitydatabase;
- entity_database4_t *entitydatabase4;
+ // latest received entity frame number
+ int latestframenum;
+ entityframe_database_t *entitydatabase;
+ entityframe4_database_t *entitydatabase4;
}
client_state_t;
extern cvar_t r_draweffects;
-extern cvar_t cl_explosions;
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
+extern cvar_t cl_stainmapsclearonload;
// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
+extern mempool_t *cl_entities_mempool;
extern entity_t *cl_entities;
extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
void CL_SendCmd (usercmd_t *cmd);
void CL_SendMove (usercmd_t *cmd);
+void CL_ValidateState(entity_state_t *s);
+void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
void CL_RelinkBeams (void);
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
+void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
void CL_SparkShower (vec3_t org, vec3_t dir, int count);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
int x, y, width, height;
float fov_x, fov_y;
+ // these are set for water warping before
+ // fov_x/fov_y are calculated
+ float fovscale_x, fovscale_y;
+
// view transform
matrix4x4_t viewentitymatrix;
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
+
// fullscreen color blend
float viewblend[4];