void CL_LavaSplash (vec3_t org);
void CL_TeleportSplash (vec3_t org);
void CL_MoveParticles(void);
-void CL_UpdateDecals(void);
void R_MoveExplosions(void);
void R_NewExplosion(vec3_t org);
-//
-// cl_decal
-//
-
-typedef struct renderdecal_s
-{
- entity_render_t *ent;
- int tex;
- int surface;
- float scale;
- vec3_t org;
- vec3_t dir;
- float color[4];
-}
-renderdecal_t;
-
-void CL_Decals_Clear(void);
-void CL_Decals_Init(void);
-void CL_Decal(vec3_t origin, int tex, float scale, float red, float green, float blue, float alpha);
-
// if contents is not zero, it will impact on content changes
// (leafs matching contents are considered empty, others are solid)
extern int traceline_endcontents; // set by TraceLine
// weapon model
entity_render_t viewent;
- int numdecals;
- renderdecal_t *decals;
-
int numentities;
entity_render_t **entities;