mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-30 07:41:45 +00:00
9ea5d021d5
implemented the dynamic lights and integer shader time extensions
85 lines
2.2 KiB
C
85 lines
2.2 KiB
C
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#pragma once
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// rather than have to cast the hell out of every single arg in every single trap
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// (the "no implict conversion from void*" rule is so fkn annoying on PODs) >:(
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// we provide an explicit converstion to a VM_Arg, which then implicitly converts
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// via operators to all the types we share with the VMs. CUNNING LIKE FOX :P
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#define VMA_CONVOP(T) operator T*() const { return (T*)p; }
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struct VM_Arg {
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VM_Arg( intptr_t x ) : p(x) {}
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intptr_t p;
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VMA_CONVOP( const char );
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VMA_CONVOP( char );
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VMA_CONVOP( void );
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VMA_CONVOP( byte );
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VMA_CONVOP( const byte );
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VMA_CONVOP( vmCvar_t );
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VMA_CONVOP( const vec3_t* );
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VMA_CONVOP( const vec3_t );
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VMA_CONVOP( const vec_t );
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VMA_CONVOP( vec3_t );
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VMA_CONVOP( vec_t );
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VMA_CONVOP( fileHandle_t );
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VMA_CONVOP( fontInfo_t );
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VMA_CONVOP( gameState_t );
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VMA_CONVOP( markFragment_t );
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VMA_CONVOP( orientation_t );
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VMA_CONVOP( playerState_t );
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VMA_CONVOP( qtime_t );
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VMA_CONVOP( trace_t );
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VMA_CONVOP( usercmd_t );
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// known types are, understandably, a little inconsistent between vm's
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#if defined(__TR_TYPES_H)
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VMA_CONVOP( glconfig_t );
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VMA_CONVOP( const polyVert_t );
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VMA_CONVOP( const refdef_t );
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VMA_CONVOP( const refEntity_t );
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VMA_CONVOP( snapshot_t );
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#endif
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#if defined(GAME_API_VERSION) // g_public, therefore game or cgame
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VMA_CONVOP( sharedEntity_t );
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#else
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VMA_CONVOP( uiClientState_t );
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#endif
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// all the bot stuff and the retarded crap that TA added
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#if defined(GAME_API_VERSION) // g_public, therefore game or cgame
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VMA_CONVOP( struct aas_altroutegoal_s );
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VMA_CONVOP( struct aas_areainfo_s );
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VMA_CONVOP( struct aas_clientmove_s );
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VMA_CONVOP( struct aas_entityinfo_s );
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VMA_CONVOP( struct aas_predictroute_s );
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VMA_CONVOP( struct bot_consolemessage_s );
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VMA_CONVOP( struct bot_goal_s );
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VMA_CONVOP( struct bot_initmove_s );
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VMA_CONVOP( struct bot_match_s );
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VMA_CONVOP( struct bot_moveresult_s );
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VMA_CONVOP( struct weaponinfo_s );
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VMA_CONVOP( bot_entitystate_t );
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VMA_CONVOP( bot_input_t );
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VMA_CONVOP( pc_token_t );
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/*
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VMA_CONVOP( );
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VMA_CONVOP( );
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VMA_CONVOP( );
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VMA_CONVOP( );
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VMA_CONVOP( );
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*/
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#endif
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};
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#undef VMA_CONVOP
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#define VMA(x) VM_Arg(VM_ArgPtr(args[x]))
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