void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
-void CL_LerpUpdate(entity_t *e, int frame, int modelindex);
+void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
void CL_UpdateTEnts (void);
void V_StartPitchDrift (void);
void V_StopPitchDrift (void);
-void V_RenderView (void);
+void V_Init (void);
+float V_CalcRoll (vec3_t angles, vec3_t velocity);
void V_UpdateBlends (void);
-void V_Register (void);
void V_ParseDamage (void);
-void V_SetContentsColor (int contents);
//
extern int traceline_endcontents; // set by TraceLine
float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents);
+#include "cl_screen.h"
+
#define MAX_VISEDICTS (MAX_EDICTS + MAX_STATIC_ENTITIES + MAX_TEMP_ENTITIES)
typedef struct
{
// area to render in
- int x, y, width, height;
- float fov_x, fov_y;
+ int x, y, width, height;
+ float fov_x, fov_y;
// view point
- vec3_t vieworg;
- vec3_t viewangles;
+ vec3_t vieworg;
+ vec3_t viewangles;
+
+ // fullscreen color blend
+ float viewblend[4];
+
+ // weapon model
+ entity_render_t viewent;
int numdecals;
renderdecal_t *decals;
int numparticles;
struct renderparticle_s *particles;
+
+ byte drawqueue[MAX_DRAWQUEUE];
+ int drawqueuesize;
}
refdef_t;