vec3_t origin;
double starttime;
float framerate;
- int modelindex;
+ dp_model_t *model;
int startframe;
int endframe;
// these are for interpolation
// MATERIALFLAG_MODELLIGHT uses these parameters
float render_modellight_ambient[3];
float render_modellight_diffuse[3];
- float render_modellight_lightdir[3];
+ float render_modellight_lightdir_world[3];
+ float render_modellight_lightdir_local[3];
float render_modellight_specular[3];
// lightmap rendering (not MATERIALFLAG_MODELLIGHT)
float render_lightmap_ambient[3];
}
qw_downloadtype_t;
+#ifdef CONFIG_VIDEO_CAPTURE
typedef enum capturevideoformat_e
{
CAPTUREVIDEOFORMAT_AVI_I420,
void *formatspecific;
}
capturevideostate_t;
+#endif
#define CL_MAX_DOWNLOADACKS 4
// extra user info for the "connect" command
char connect_userinfo[MAX_USERINFO_STRING];
+#ifdef CONFIG_VIDEO_CAPTURE
// video capture stuff
capturevideostate_t capturevideo;
+#endif
// crypto channel
crypto_t crypto;
float sensitivityscale;
csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
qboolean csqc_wantsmousemove;
- qboolean csqc_paused; // vortex: int because could be flags
struct model_s *csqc_model_precache[MAX_MODELS];
// local amount for smoothing stepups
extern client_state_t cl;
-extern void CL_AllocLightFlash (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_AllocLightFlash (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
cl_locnode_t *CL_Locs_FindNearest(const vec3_t point);
void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point);
// cl_main
//
+double CL_Frame(double time);
+
void CL_Shutdown (void);
void CL_Init (void);
void CL_ClearTempEntities (void);
entity_render_t *CL_NewTempEntity (double shadertime);
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
+void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate);
void CL_ClearState (void);
void CL_ExpandEntities(int num);
const char *Key_KeynumToString (int keynum, char *buf, size_t buflength);
int Key_StringToKeynum (const char *str);
+//
+// cl_cmd.c
+//
+/// adds the string as a clc_stringcmd to the client message.
+/// (used when there is no reason to generate a local command to do it)
+void CL_ForwardToServer (const char *s);
+
+/// adds the current command line as a clc_stringcmd to the client message.
+/// things like godmode, noclip, etc, are commands directed to the server,
+/// so when they are typed in at the console, they will need to be forwarded.
+void CL_ForwardToServer_f (cmd_state_t *cmd);
+void CL_InitCommands(void);
+
+
//
// cl_demo.c
//
void CL_PlayDemo_f(cmd_state_t *cmd);
void CL_TimeDemo_f(cmd_state_t *cmd);
+void CL_Demo_Init(void);
+
//
// cl_parse.c
//
void V_StopPitchDrift (void);
void V_Init (void);
-float V_CalcRoll (const vec3_t angles, const vec3_t velocity);
void V_UpdateBlends (void);
void V_ParseDamage (void);