float scale;
// NULL = no model
- model_t *model;
+ dp_model_t *model;
// number of the entity represents, or 0 for non-network entities
int entitynumber;
// literal colormap colors for renderer, if both are 0 0 0 it is not colormapped
vec_t cursor_fraction;
int cursor_entitynumber;
- double time;
- double receivetime;
+ double time; // time the move is executed for (cl_movement: clienttime, non-cl_movement: receivetime)
+ double receivetime; // time the move was received at
+ double clienttime; // time to which server state the move corresponds to
int msec; // for predicted moves
int buttons;
int impulse;
typedef struct cshift_s
{
float destcolor[3];
- float percent; // 0-256
+ float percent; // 0-255
+ float alphafade; // (any speed)
} cshift_t;
#define CSHIFT_CONTENTS 0
// list of demos in loop
char demos[MAX_DEMOS][MAX_DEMONAME];
// the actively playing demo (set by CL_PlayDemo_f)
- char demoname[64];
+ char demoname[MAX_QPATH];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
// fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit)
float time2; // used for decal fade
unsigned int owner; // decal stuck to this entity
- model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
+ dp_model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
vec3_t relativeorigin; // decal at this location in entity's coordinate space
vec3_t relativenormal; // decal oriented this way relative to entity's coordinate space
}
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;
+ dp_model_t *model_bolt;
+ dp_model_t *model_bolt2;
+ dp_model_t *model_bolt3;
+ dp_model_t *model_beam;
sfx_t *sfx_wizhit;
sfx_t *sfx_knighthit;
sfx_t *sfx_tink1;
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_NewBeam (int ent, vec3_t start, vec3_t end, dp_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_ClientMovement_Replay(void);
void CL_ReadDemoMessage(void);
void CL_WriteDemoMessage(sizebuf_t *mesage);
+void CL_CutDemo(void **buf, fs_offset_t *filesize);
+void CL_PasteDemo(void **buf, fs_offset_t *filesize);
+
void CL_NextDemo(void);
void CL_Stop_f(void);
void CL_Record_f(void);
// whether to call R_ClearScreen before rendering stuff
qboolean clear;
+ // if true, don't clear or do any post process effects (bloom, etc)
+ qboolean isoverlay;
// whether to draw r_showtris and such, this is only true for the main
// view render, all secondary renders (HDR, mirrors, portals, cameras,
entity_render_t *worldentity;
// same as worldentity->model
- model_t *worldmodel;
+ dp_model_t *worldmodel;
// renderable entities (excluding world)
entity_render_t **entities;