vec3_t cullmins;
vec3_t cullmaxs;
// culling
- vec_t cullradius;
+ //vec_t cullradius;
// squared cullradius
- vec_t cullradius2;
+ //vec_t cullradius2;
// lightmap renderer stuff (remove someday!)
// the size of the light
shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numclusters;
- int *static_clusterindices;
+ int static_numclusterpvsbytes;
+ int *static_clusterlist;
+ qbyte *static_clusterpvs;
}
rtlight_t;
int demonum;
// list of demos in loop
char demos[MAX_DEMOS][MAX_DEMONAME];
+ // the actively playing demo (set by CL_PlayDemo_f)
+ char demoname[64];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
extern cvar_t r_draweffects;
extern cvar_t cl_explosions;
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
// these are updated by CL_ClearState