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;
qfile_t *capturevideo_soundfile;
short capturevideo_rgbtoyuvscaletable[3][3][256];
unsigned char capturevideo_yuvnormalizetable[3][256];
+ char capturevideo_basename[64];
}
client_static_t;
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
- qboolean movement;
+ // set by CL_ClientMovement_Replay functions
+ qboolean movement_predicted;
// this is set true by svc_time parsing and causes a new movement to be
// queued for prediction purposes
qboolean movement_needupdate;
vec3_t movement_velocity;
// queue of proposed moves
int movement_numqueue;
- client_movementqueue_t movement_queue[64];
+ client_movementqueue_t movement_queue[256];
int movesequence;
int servermovesequence;
// whether the replay should allow a jump at the first sequence
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
//
void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
+void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
void CL_RelinkBeams (void);
+void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
void CL_ClearTempEntities (void);
entity_t *CL_NewTempEntity (void);
EFFECT_TE_SUPERSPIKEQUAD,
EFFECT_TE_WIZSPIKE,
EFFECT_TE_KNIGHTSPIKE,
- EFFECT_TE_VORESPIKE,
EFFECT_TE_EXPLOSION,
EFFECT_TE_EXPLOSIONQUAD,
EFFECT_TE_TAREXPLOSION,
// which color components to allow (for anaglyph glasses)
int colormask[4];
+
+ // global RGB color multiplier for rendering, this is required by HDR
+ float colorscale;
}
r_view_t;