// NULL = no model
model_t *model;
- // current uninterpolated animation frame (for things which do not use interpolation)
- int frame;
// number of the entity represents, or 0 for non-network entities
int entitynumber;
// entity shirt and pants colors (-1 if not colormapped)
double starttime;
double framerate;
// for AVI saving some values have to be written after capture ends
+ fs_offset_t videofile_firstchunkframes_offset;
fs_offset_t videofile_totalframes_offset1;
fs_offset_t videofile_totalframes_offset2;
fs_offset_t videofile_totalsampleframes_offset;
int soundrate;
int frame;
int soundsampleframe; // for AVI saving
- unsigned char *buffer;
+ unsigned char *screenbuffer;
+ unsigned char *outbuffer;
sizebuf_t riffbuffer;
unsigned char riffbufferdata[128];
// note: riffindex buffer has an allocated ->data member, not static like most!
short rgbtoyuvscaletable[3][3][256];
unsigned char yuvnormalizetable[3][256];
char basename[64];
+ int width, height;
}
capturevideostate_t;
int viewentity;
// the real player entity (normally same as viewentity,
// different than viewentity if mod uses chasecam or other tricks)
+ int realplayerentity;
+ // this is updated to match cl.viewentity whenever it is in the clients
+ // range, basically this is used in preference to cl.realplayerentity for
+ // most purposes because when spectating another player it should show
+ // their information rather than yours
int playerentity;
// max players that can be in this game
int maxclients;
int downloadsound_current;
int loadsound_total;
qboolean downloadcsqc;
+ qboolean loadcsqc;
qboolean loadbegun;
qboolean loadfinished;
int qw_teamplay;
// unused: indicates whether the player is spectating
- // use cl.scores[cl.playerentity].qw_spectator instead
+ // use cl.scores[cl.playerentity-1].qw_spectator instead
//qboolean qw_spectator;
// movement parameters for client prediction
mplane_t frustum[5];
float frustum_x, frustum_y;
vec3_t frustumcorner[4];
+ // if turned off it renders an ortho view
+ int useperspective;
+ float ortho_x, ortho_y;
// screen area to render in
int x;