typedef struct decalsystem_s
{
- dp_model_t *model;
+ model_t *model;
double lastupdatetime;
int maxdecals;
int freedecal;
vec3_t origin;
double starttime;
float framerate;
- dp_model_t *model;
+ model_t *model;
int startframe;
int endframe;
// these are for interpolation
float transparent_offset;
// NULL = no model
- dp_model_t *model;
+ model_t *model;
// number of the entity represents, or 0 for non-network entities
int entitynumber;
// literal colormap colors for renderer, if both are 0 0 0 it is not colormapped
int gametype;
// models and sounds used by engine code (particularly cl_parse.c)
- dp_model_t *model_bolt;
- dp_model_t *model_bolt2;
- dp_model_t *model_bolt3;
- dp_model_t *model_beam;
+ model_t *model_bolt;
+ model_t *model_bolt2;
+ model_t *model_bolt3;
+ model_t *model_beam;
sfx_t *sfx_wizhit;
sfx_t *sfx_knighthit;
sfx_t *sfx_tink1;
void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
-void CL_NewBeam (int ent, vec3_t start, vec3_t end, dp_model_t *m, int lightning);
+void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
void CL_RelinkBeams (void);
void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
void CL_ClientMovement_Replay(void);
void CL_ClearTempEntities (void);
entity_render_t *CL_NewTempEntity (double shadertime);
-void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate);
+void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate);
void CL_ClearState (void);
void CL_ExpandEntities(int num);
NUM_MESHENTITIES,
} meshname_t;
extern entity_t cl_meshentities[NUM_MESHENTITIES];
-extern dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+extern model_t cl_meshentitymodels[NUM_MESHENTITIES];
extern const char *cl_meshentitynames[NUM_MESHENTITIES];
#define CL_Mesh_Scene() (&cl_meshentitymodels[MESH_SCENE])
#define CL_Mesh_UI() (&cl_meshentitymodels[MESH_UI])