// throw out the first couple, so the player
// doesn't accidentally do something the
// first frame
+ float sendnoptime; // send a clc_nop periodically until connected
usercmd_t cmd; // last command sent to the server
// information for local display
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
+
+ vec3_t viewentorigin;
+ float viewzoom; // LordHavoc: sniping zoom, QC controlled
+ float viewzoomold, viewzoomnew; // for interpolation
+
+ // entity database stuff
+ vec3_t viewentoriginold, viewentoriginnew;
+ entity_database_t entitydatabase;
}
client_state_t;
#define PARTICLE_UPRIGHT_FACING 2
#define PARTICLE_ORIENTED_DOUBLESIDED 3
+/*
typedef struct renderparticle_s
{
int tex;
float color[4];
}
renderparticle_t;
+*/
void CL_Particles_Clear(void);
void CL_Particles_Init(void);
void CL_SparkShower (vec3_t org, vec3_t dir, int count);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
+void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
void CL_Flames (vec3_t org, vec3_t vel, int count);
void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
int numentities;
entity_render_t **entities;
- int numparticles;
- struct renderparticle_s *particles;
+ //int numparticles;
+ //struct renderparticle_s *particles;
- byte drawqueue[MAX_DRAWQUEUE];
+ qbyte drawqueue[MAX_DRAWQUEUE];
int drawqueuesize;
}
refdef_t;