// sky stuff
extern cvar_t r_sky;
extern int skyrendernow, skyrendermasked;
-extern int R_SetSkyBox(char* sky);
+extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
extern void R_ResetQuakeSky(void);
extern char r_speeds_string[1024];
// lighting stuff
-extern vec3_t lightspot;
extern cvar_t r_ambient;
-extern int lightscalebit;
-extern float lightscale;
// model rendering stuff
extern float *aliasvert;
void R_DrawWorld(entity_render_t *ent);
void R_DrawParticles(void);
void R_DrawExplosions(void);
-void R_DrawBrushModelSky (entity_render_t *ent);
-void R_DrawBrushModelNormal (entity_render_t *ent);
-void R_DrawZymoticModel (entity_render_t *ent);
-void R_DrawQ1Q2AliasModel(entity_render_t *ent);
-void R_DrawSpriteModel (entity_render_t *ent);
// LordHavoc: vertex transform
#include "transform.h"
//#define PARANOID 1
-// LordHavoc: was a major time waster
-#define R_CullBox(mins,maxs) (frustum[0].BoxOnPlaneSideFunc(mins, maxs, &frustum[0]) == 2 || frustum[1].BoxOnPlaneSideFunc(mins, maxs, &frustum[1]) == 2 || frustum[2].BoxOnPlaneSideFunc(mins, maxs, &frustum[2]) == 2 || frustum[3].BoxOnPlaneSideFunc(mins, maxs, &frustum[3]) == 2)
-#define R_NotCulledBox(mins,maxs) (frustum[0].BoxOnPlaneSideFunc(mins, maxs, &frustum[0]) != 2 && frustum[1].BoxOnPlaneSideFunc(mins, maxs, &frustum[1]) != 2 && frustum[2].BoxOnPlaneSideFunc(mins, maxs, &frustum[2]) != 2 && frustum[3].BoxOnPlaneSideFunc(mins, maxs, &frustum[3]) != 2)
+int R_CullBox(const vec3_t emins, const vec3_t emaxs);
+int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs);
extern qboolean fogenabled;
extern vec3_t fogcolor;
extern cvar_t r_textureunits;
extern cvar_t gl_dither;
-// FIXME: this should live in the backend only
-void GL_LockArray(int first, int count);
-void GL_UnlockArray(void);
-
#include "gl_backend.h"
#include "r_light.h"
// r_stain
void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
-void R_DrawCrosshair(void);
+void R_DrawWorldCrosshair(void);
+void R_Draw2DCrosshair(void);
+
+void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width);
#endif