float *animcache_normal3f;
float *animcache_svector3f;
float *animcache_tvector3f;
+ // interleaved arrays for rendering and dynamic vertex buffers for them
+ r_vertexposition_t *animcache_vertexposition;
+ r_meshbuffer_t *animcache_vertexpositionbuffer;
+ r_vertexmesh_t *animcache_vertexmesh;
+ r_meshbuffer_t *animcache_vertexmeshbuffer;
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
// whether the replay should allow a jump at the first sequence
qboolean movement_replay_canjump;
+ // previous gun angles (for leaning effects)
+ vec3_t gunangles_prev;
+ vec3_t gunangles_highpass;
+ vec3_t gunangles_adjustment_lowpass;
+ vec3_t gunangles_adjustment_highpass;
+ // previous gun angles (for leaning effects)
+ vec3_t gunorg_prev;
+ vec3_t gunorg_highpass;
+ vec3_t gunorg_adjustment_lowpass;
+ vec3_t gunorg_adjustment_highpass;
+
// pitch drifting vars
float idealpitch;
float pitchvel;
float movevars_airstrafeaccelerate;
float movevars_maxairstrafespeed;
float movevars_aircontrol;
+ float movevars_aircontrol_power;
float movevars_warsowbunny_airforwardaccel;
float movevars_warsowbunny_accel;
float movevars_warsowbunny_topspeed;
extern cvar_t cl_autodemo;
extern cvar_t cl_autodemo_nameformat;
+extern cvar_t cl_autodemo_delete;
extern cvar_t r_draweffects;
int bloom;
int bloom_copypixels;
int bloom_drawpixels;
+ int indexbufferuploadcount;
+ int indexbufferuploadsize;
+ int vertexbufferuploadcount;
+ int vertexbufferuploadsize;
}
r_refdef_stats_t;