}
cl_effect_t;
-typedef struct
+typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
int isstatic;
// true if this is a compiled world light, cleared if the light changes
int compiled;
- // premade shadow volumes and lit surfaces to render for world entity
+ // premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow;
- shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numleafs;
int static_numleafpvsbytes;
int *static_leaflist;
- qbyte *static_leafpvs;
+ unsigned char *static_leafpvs;
// surfaces seen by light
int static_numsurfaces;
int *static_surfacelist;
model_t *model;
// current uninterpolated animation frame (for things which do not use interpolation)
int frame;
- // entity shirt and pants colors
+ // entity shirt and pants colors (-1 if not colormapped)
int colormap;
+ // literal colors for renderer
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
// light, particles, etc
int effects;
// for Alias models
}
entity_t;
-typedef struct
+typedef struct usercmd_s
{
vec3_t viewangles;
int sequence;
} usercmd_t;
-typedef struct
+typedef struct lightstyle_s
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
-typedef struct
+typedef struct scoreboard_s
{
char name[MAX_SCOREBOARDNAME];
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
-typedef struct
+typedef struct cshift_s
{
int destcolor[3];
int percent; // 0-256
// the client_static_t structure is persistent through an arbitrary number
// of server connections
//
-typedef struct
+typedef struct client_static_s
{
cactive_t state;
netconn_t *netcon;
// writing buffer to send to server
sizebuf_t message;
- qbyte message_buf[1024];
+ unsigned char message_buf[1024];
}
client_static_t;
// the client_state_t structure is wiped completely at every
// server signon
//
-typedef struct
+typedef struct client_state_s
{
// true if playing in a local game and no one else is connected
int islocalgame;
extern mempool_t *cl_mempool;
extern entity_t *cl_entities;
-extern qbyte *cl_entities_active;
+extern unsigned char *cl_entities_active;
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
extern int *cl_brushmodel_entities;
extern client_state_t cl;
extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
-extern void CL_DecayLights (void);
//=============================================================================
//
// cl_input
//
-typedef struct
+typedef struct kbutton_s
{
int down[2]; // key nums holding it down
int state; // low bit is down state
#include "cl_screen.h"
-typedef struct
+typedef struct refdef_s
{
// area to render in
int x, y, width, height;
int numentities;
int maxentities;
+ // renderable dynamic lights
+ dlight_t *lights[MAX_DLIGHTS];
+ int numlights;
+
+ // 8.8bit fixed point intensities for light styles
+ // controls intensity of dynamic lights and lightmap layers
+ unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
+
// 2D art drawing queue
// TODO: get rid of this
- qbyte *drawqueue;
+ unsigned char *drawqueue;
int drawqueuesize;
int maxdrawqueuesize;
}
refdef_t;
-refdef_t r_refdef;
+extern refdef_t r_refdef;
#include "cgamevm.h"