#ifndef CLIENT_H
#define CLIENT_H
+#include "matrixlib.h"
+
// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
// LordHavoc: this affects the lighting scale of the whole game
vec3_t origin;
// orientation
vec3_t angles;
+ // transform matrix for model to world
+ matrix4x4_t matrix;
+ // transform matrix for world to model
+ matrix4x4_t inversematrix;
// opacity (alpha) of the model
float alpha;
// size the model is shown
// caching results of static light traces (this is semi-persistent)
double entlightstime;
vec3_t entlightsorigin;
+ int entlightsframe;
int numentlights;
unsigned short entlights[MAXENTLIGHTS];
}
extern cvar_t cl_explosions;
extern cvar_t cl_stainmaps;
-// these are updated by
+// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_static_entities;
extern int cl_num_temp_entities;
void CL_Disconnect (void);
void CL_Disconnect_f (void);
+void CL_BoundingBoxForEntity(entity_render_t *ent);
+
//
// cl_input
//
// cl_part
//
-#define PARTICLE_INVALID 0
-#define PARTICLE_BILLBOARD 1
-#define PARTICLE_UPRIGHT_FACING 2
-#define PARTICLE_ORIENTED_DOUBLESIDED 3
-
void CL_Particles_Clear(void);
void CL_Particles_Init(void);