// core properties
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
- // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
- // of attenuation texturing in full 3D (Z result often ignored)
- matrix4x4_t matrix_worldtoattenuationxyz;
- // this transforms only the Z to S, and T is always 0.5
- matrix4x4_t matrix_worldtoattenuationz;
// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t color;
// size of the light (remove?)
int isstatic;
// true if this is a compiled world light, cleared if the light changes
int compiled;
- // premade shadow volumes and lit surfaces to render for world entity
+ // premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow;
- shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
- int static_numclusters;
- int static_numclusterpvsbytes;
- int *static_clusterlist;
- qbyte *static_clusterpvs;
+ int static_numleafs;
+ int static_numleafpvsbytes;
+ int *static_leaflist;
+ qbyte *static_leafpvs;
+ // surfaces seen by light
+ int static_numsurfaces;
+ int *static_surfacelist;
}
rtlight_t;
model_t *model;
// current uninterpolated animation frame (for things which do not use interpolation)
int frame;
- // entity shirt and pants colors
+ // entity shirt and pants colors (-1 if not colormapped)
int colormap;
+ // literal colors for renderer
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
// light, particles, etc
int effects;
// for Alias models
vec3_t cursor_normal;
vec_t cursor_fraction;
int cursor_entitynumber;
+
+ double time;
+ double receivetime;
+ int buttons;
+ int impulse;
+ int sequence;
} usercmd_t;
typedef struct
extern client_static_t cls;
+typedef struct client_movementqueue_s
+{
+ double time;
+ float frametime;
+ int sequence;
+ float viewangles[3];
+ float move[3];
+ qboolean jump;
+ qboolean crouch;
+}
+client_movementqueue_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
// update by server, can be used by mods for zooming
vec_t mviewzoom[2], viewzoom;
+ // client movement simulation
+ // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
+ qboolean movement;
+ // indicates the queue has been updated and should be replayed
+ qboolean movement_replay;
+ // simulated data (this is valid even if cl.movement is false)
+ vec3_t movement_origin;
+ vec3_t movement_oldorigin;
+ vec3_t movement_velocity;
+ // queue of proposed moves
+ int movement_numqueue;
+ client_movementqueue_t movement_queue[64];
+ int movesequence;
+ int servermovesequence;
+
// pitch drifting vars
float idealpitch;
float pitchvel;
qboolean onground;
qboolean inwater;
+ // used by bob
+ qboolean oldonground;
+ double lastongroundtime;
+ double hitgroundtime;
+
// don't change view angle, full screen, etc
int intermission;
// latched at intermission start
// type of game (deathmatch, coop, singleplayer)
int gametype;
+ // models and sounds used by engine code (particularly cl_parse.c)
+ model_t *model_bolt;
+ model_t *model_bolt2;
+ model_t *model_bolt3;
+ model_t *model_beam;
+ sfx_t *sfx_wizhit;
+ sfx_t *sfx_knighthit;
+ sfx_t *sfx_tink1;
+ sfx_t *sfx_ric1;
+ sfx_t *sfx_ric2;
+ sfx_t *sfx_ric3;
+ sfx_t *sfx_r_exp3;
+
// refresh related state
// cl_entitites[0].model
scoreboard_t *scores;
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
// latest received entity frame numbers
extern cvar_t cl_prydoncursor;
+extern vec3_t cl_playerstandmins;
+extern vec3_t cl_playerstandmaxs;
+extern vec3_t cl_playercrouchmins;
+extern vec3_t cl_playercrouchmaxs;
+
// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_static_entities;
int CL_ReadFromServer (void);
void CL_WriteToServer (void);
-void CL_BaseMove (void);
+void CL_Move (void);
+extern qboolean cl_ignoremousemove;
float CL_KeyState (kbutton_t *key);
void V_UpdateBlends (void);
void V_ParseDamage (void);
-
-//
-// cl_tent
-//
-void CL_InitTEnts (void);
-
//
// cl_part
//
}
refdef_t;
-refdef_t r_refdef;
+extern refdef_t r_refdef;
#include "cgamevm.h"