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;
netconn_t *netcon;
// writing buffer to send to server
sizebuf_t message;
+ qbyte message_buf[1024];
}
client_static_t;
}
client_state_t;
-extern mempool_t *cl_scores_mempool;
-
//
// cvars
//
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
-extern mempool_t *cl_entities_mempool;
+extern mempool_t *cl_mempool;
extern entity_t *cl_entities;
extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
-extern entity_render_t **cl_brushmodel_entities;
+extern int *cl_brushmodel_entities;
extern cl_effect_t *cl_effects;
extern beam_t *cl_beams;
extern dlight_t *cl_dlights;
refdef_t r_refdef;
-extern mempool_t *cl_refdef_mempool;
-
#include "cgamevm.h"
#endif