// squared cullradius
//vec_t cullradius2;
+ // rendering properties, updated each time a light is rendered
+ // this is rtlight->color * d_lightstylevalue
+ vec3_t currentcolor;
+ // this is R_Shadow_Cubemap(rtlight->cubemapname)
+ rtexture_t *currentcubemap;
+
// lightmap renderer stuff (remove someday!)
// the size of the light
vec_t lightmap_cullradius;
typedef struct entity_s
{
+ qboolean csqc;
// baseline state (default values)
entity_state_t state_baseline;
// previous state (interpolating from this)
}
client_movementqueue_t;
+//[515]: csqc
+typedef struct
+{
+ qboolean drawworld;
+ qboolean drawenginesbar;
+ qboolean drawcrosshair;
+}csqc_vidvars_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
float driftmove;
double laststop;
+//[515]: added for csqc purposes
+ float sensitivityscale;
+ csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
+ qboolean csqc_wantsmousemove;
+ struct model_s *csqc_model_precache[MAX_MODELS];
+
// local amount for smoothing stepups
//float crouch;
extern cvar_t cl_autofire;
+extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
+extern cvar_t csqc_progcrc;
+
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
// these are updated by CL_ClearState
extern int cl_num_entities;
+extern int cl_num_csqcentities;
extern int cl_num_static_entities;
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
extern mempool_t *cl_mempool;
extern entity_t *cl_entities;
+extern entity_t *cl_csqcentities;
extern unsigned char *cl_entities_active;
+extern unsigned char *cl_csqcentities_active;
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
extern int *cl_brushmodel_entities;
extern cvar_t cl_particles;
extern cvar_t cl_particles_quality;
extern cvar_t cl_particles_size;
+extern cvar_t cl_particles_quake;
extern cvar_t cl_particles_bloodshowers;
extern cvar_t cl_particles_blood;
extern cvar_t cl_particles_blood_alpha;
{
// area to render in
int x, y, width, height;
- float fov_x, fov_y;
+ float frustum_x, frustum_y;
// these are set for water warping before
- // fov_x/fov_y are calculated
- float fovscale_x, fovscale_y;
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
// view transform
matrix4x4_t viewentitymatrix;