X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=3781bd3f18025df9f2f9af4fa8a5f5c0e074bb87;hp=8b69151c0572e60ae1a015448875af4e0522523e;hb=f9d8bc7ea04ff91fcbd90fe50a299b37724b349b;hpb=7f14f85a7c33e861d57032518c7a32915a089b68 diff --git a/client.h b/client.h index 8b69151c..3781bd3f 100644 --- a/client.h +++ b/client.h @@ -57,7 +57,7 @@ typedef struct effect_s } cl_effect_t; -typedef struct +typedef struct beam_s { int entity; // draw this as lightning polygons, or a model? @@ -132,9 +132,8 @@ typedef struct rtlight_s 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_numleafs; int static_numleafpvsbytes; @@ -244,8 +243,11 @@ typedef struct entity_render_s 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 @@ -330,7 +332,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -354,20 +356,20 @@ typedef struct int sequence; } usercmd_t; -typedef struct +typedef struct lightstyle_s { int length; char map[MAX_STYLESTRING]; } lightstyle_t; -typedef struct +typedef struct scoreboard_s { char name[MAX_SCOREBOARDNAME]; int frags; int colors; // two 4 bit fields } scoreboard_t; -typedef struct +typedef struct cshift_s { int destcolor[3]; int percent; // 0-256 @@ -404,7 +406,7 @@ cactive_t; // the client_static_t structure is persistent through an arbitrary number // of server connections // -typedef struct +typedef struct client_static_s { cactive_t state; @@ -472,7 +474,7 @@ client_movementqueue_t; // the client_state_t structure is wiped completely at every // server signon // -typedef struct +typedef struct client_state_s { // true if playing in a local game and no one else is connected int islocalgame; @@ -553,6 +555,11 @@ typedef struct 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 @@ -585,6 +592,19 @@ typedef struct // 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 @@ -715,7 +735,7 @@ extern cvar_t cl_beams_lightatend; // // cl_input // -typedef struct +typedef struct kbutton_s { int down[2]; // key nums holding it down int state; // low bit is down state @@ -787,12 +807,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); void V_ParseDamage (void); - -// -// cl_tent -// -void CL_InitTEnts (void); - // // cl_part // @@ -851,7 +865,7 @@ void R_NewExplosion(vec3_t org); #include "cl_screen.h" -typedef struct +typedef struct refdef_s { // area to render in int x, y, width, height; @@ -895,7 +909,7 @@ typedef struct } refdef_t; -refdef_t r_refdef; +extern refdef_t r_refdef; #include "cgamevm.h"