// refresh.h -- public interface to refresh functions
-#define MAXCLIPPLANES 11
-
#define TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
-typedef struct efrag_s
-{
- struct mleaf_s *leaf;
- struct efrag_s *leafnext;
- struct entity_s *entity;
- struct efrag_s *entnext;
-} efrag_t;
-
-#define RENDER_STEP 1
-#define RENDER_GLOWTRAIL 2
-#define RENDER_VIEWMODEL 4
-
-// LordHavoc: made this more compact, and added some more fields
-typedef struct
-{
- double time; // time this state was updated
- vec3_t origin;
- vec3_t angles;
- int effects;
- unsigned short modelindex;
- unsigned short frame;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte colormod;
- byte flags;
- byte active;
-} entity_state_t;
-
typedef struct entity_s
{
entity_state_t state_baseline; // baseline for entity
struct model_s *model; // NULL = no model
int frame; // current desired frame (usually identical to frame2, but frame2 is not always used)
-// struct efrag_s *efrag; // linked list of efrags
int colormap;
int effects; // light, particles, etc
int skinnum; // for Alias models
int visframe; // last frame this entity was found in an active leaf
struct model_s *lerp_model; // lerp resets when model changes
- float lerp_starttime; // start of this transition
+ double lerp_starttime; // start of this transition
int frame1; // frame that the model is interpolating from
int frame2; // frame that the model is interpolating to
double framelerp; // interpolation factor, usually computed from lerp_starttime
double frame1start; // time frame1 began playing (for framegroup animations)
double frame2start; // time frame2 began playing (for framegroup animations)
-// float syncbase; // for client-side animations
int dlightframe; // dynamic lighting
int dlightbits[8];
float trail_time;
- // FIXME: could turn these into a union
-// int trivial_accept;
-// struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
}
render;
} entity_t;
// LordHavoc: changed this for sake of GLQuake
void R_InitSky (byte *src, int bytesperpixel); // called at level load
-//void R_InitEfrags (void);
-//void R_AddEfrags (entity_t *ent);
-//void R_RemoveEfrags (entity_t *ent);
-//void R_StoreEfrags (efrag_t **ppefrag);
-
int R_VisibleCullBox (vec3_t mins, vec3_t maxs);
void R_NewMap (void);