}
frameblend_t;
-// LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
-// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
+// LordHavoc: this struct is intended for the renderer but some fields are
+// used by the client.
typedef struct entity_render_s
{
// location
// render flags
int flags;
- // these are copied from the persistent data
+ // interpolated animation
// frame that the model is interpolating from
int frame1;
// frame that the model is interpolating to
int frame2;
// interpolation factor, usually computed from frame2time
- double framelerp;
+ float framelerp;
// time frame1 began playing (for framegroup animations)
double frame1time;
// time frame2 began playing (for framegroup animations)
typedef struct entity_persistent_s
{
- // particles
-
- // trail rendering
- vec3_t trail_origin;
+ // particle trail
float trail_time;
- // effects
-
// muzzleflash fading
float muzzleflash;
float oldangles[3];
float neworigin[3];
float newangles[3];
-
- // interpolated animation
-
- // lerp resets when model changes
- int modelindex;
- // frame that the model is interpolating from
- int frame1;
- // frame that the model is interpolating to
- int frame2;
- // interpolation factor, usually computed from frame2time
- double framelerp;
- // time frame1 began playing (for framegroup animations)
- double frame1time;
- // time frame2 began playing (for framegroup animations)
- double frame2time;
}
entity_persistent_t;
typedef struct
{
char name[MAX_SCOREBOARDNAME];
- float entertime;
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
void CL_BoundingBoxForEntity(entity_render_t *ent);
+extern cvar_t cl_beams_polygons;
+extern cvar_t cl_beams_relative;
+extern cvar_t cl_beams_lightatend;
+
//
// cl_input
//