// LadyHavoc: quite tempting to break apart this function to reuse the
// duplicated code, but I suspect it is better for performance
// this way
-void VM_FrameBlendFromFrameGroupBlend(frameblend_t *frameblend, const framegroupblend_t *framegroupblend, const dp_model_t *model, double curtime)
+void VM_FrameBlendFromFrameGroupBlend(frameblend_t *frameblend, const framegroupblend_t *framegroupblend, const model_t *model, double curtime)
{
int sub2, numframes, f, i, k;
int isfirstframegroup = true;
}
}
-void VM_UpdateEdictSkeleton(prvm_prog_t *prog, prvm_edict_t *ed, const dp_model_t *edmodel, const frameblend_t *frameblend)
+void VM_UpdateEdictSkeleton(prvm_prog_t *prog, prvm_edict_t *ed, const model_t *edmodel, const frameblend_t *frameblend)
{
if (ed->priv.server->skeleton.model != edmodel)
{
// surface querying
-static dp_model_t *getmodel(prvm_prog_t *prog, prvm_edict_t *ed)
+static model_t *getmodel(prvm_prog_t *prog, prvm_edict_t *ed)
{
if (prog == SVVM_prog)
return SV_GetModelFromEdict(ed);
struct animatemodel_cache
{
- dp_model_t *model;
+ model_t *model;
frameblend_t frameblend[MAX_FRAMEBLENDS];
skeleton_t *skeleton_p;
skeleton_t skeleton;
Mem_Free(prog->animatemodel_cache);
}
-static void animatemodel(prvm_prog_t *prog, dp_model_t *model, prvm_edict_t *ed)
+static void animatemodel(prvm_prog_t *prog, model_t *model, prvm_edict_t *ed)
{
skeleton_t *skeleton;
int skeletonindex = -1;
VectorCopy(p, out);
}
-static void clippointtosurface(prvm_prog_t *prog, prvm_edict_t *ed, dp_model_t *model, msurface_t *surface, vec3_t p, vec3_t out)
+static void clippointtosurface(prvm_prog_t *prog, prvm_edict_t *ed, model_t *model, msurface_t *surface, vec3_t p, vec3_t out)
{
int i, j, k;
float *v[3], facenormal[3], edgenormal[3], sidenormal[3], temp[3], offsetdist, dist, bestdist;
}
}
-static msurface_t *getsurface(dp_model_t *model, int surfacenum)
+static msurface_t *getsurface(model_t *model, int surfacenum)
{
if (surfacenum < 0 || surfacenum >= model->nummodelsurfaces)
return NULL;
//PF_getsurfacenumpoints, // #434 float(entity e, float s) getsurfacenumpoints = #434;
void VM_getsurfacenumpoints(prvm_prog_t *prog)
{
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
VM_SAFEPARMCOUNT(2, VM_getsurfacenumpoints);
// return 0 if no such surface
void VM_getsurfacepoint(prvm_prog_t *prog)
{
prvm_edict_t *ed;
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
int pointnum;
vec3_t result;
void VM_getsurfacepointattribute(prvm_prog_t *prog)
{
prvm_edict_t *ed;
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
int pointnum;
int attributetype;
//PF_getsurfacenormal, // #436 vector(entity e, float s) getsurfacenormal = #436;
void VM_getsurfacenormal(prvm_prog_t *prog)
{
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
vec3_t normal;
vec3_t result;
//PF_getsurfacetexture, // #437 string(entity e, float s) getsurfacetexture = #437;
void VM_getsurfacetexture(prvm_prog_t *prog)
{
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
VM_SAFEPARMCOUNT(2, VM_getsurfacetexture);
PRVM_G_INT(OFS_RETURN) = OFS_NULL;
vec3_t clipped, p;
vec_t dist, bestdist;
prvm_edict_t *ed;
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
vec3_t point;
VM_SAFEPARMCOUNT(2, VM_getsurfacenearpoint);
void VM_getsurfaceclippedpoint(prvm_prog_t *prog)
{
prvm_edict_t *ed;
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
vec3_t p, out, inp;
VM_SAFEPARMCOUNT(3, VM_getsurfaceclippedpoint);
//PF_getsurfacenumtriangles, // #??? float(entity e, float s) getsurfacenumtriangles = #???;
void VM_getsurfacenumtriangles(prvm_prog_t *prog)
{
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
VM_SAFEPARMCOUNT(2, VM_getsurfacenumtriangles);
// return 0 if no such surface
{
const vec3_t d = {-1, -1, -1};
prvm_edict_t *ed;
- dp_model_t *model;
+ model_t *model;
msurface_t *surface;
int trinum;
VM_SAFEPARMCOUNT(3, VM_getsurfacetriangle);