2014-04-12 12:19:49 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// refresh.h -- public interface to refresh functions
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#define MAXCLIPPLANES 11
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#define TOP_RANGE 16 // soldier uniform colors
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#define BOTTOM_RANGE 96
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//=============================================================================
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typedef struct efrag_s
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{
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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2014-04-12 12:29:30 +00:00
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// hi, makaqu
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byte r_foundwater, r_drawwater; // mk transwater
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#include "matrixlib.h"
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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typedef struct particle_s
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{
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// driver-usable fields
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vec3_t org;
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float color;
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// drivers never touch the following fields
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struct particle_s *next;
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vec3_t vel;
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float ramp;
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float die;
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ptype_t type;
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// ASMME - NEW STRUCTS
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float alpha; // quake2
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float alphavel;
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int blend; // 0 - normal, 1 - additive, 2 - gellin
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int lit; // is the model lit by the world? (hey, blame dp for this idea.)
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int polor; // real particle color (fog fix)
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int trail; // a particle trail!...maybe recursive.... I don't know yet!
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int frame; // frame on the sprite sheet (obsolete?)
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float scale; // scale of the particle.
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float scaley; // vertical scale of the particle. (for beams etcetcetc.)
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struct model_s *model; // oh god. specific sprites! automatically precached?
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vec3_t angles; // this hurts
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int sprtype; // oh this is so fat
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float scalexvel;
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float scaleyvel;
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vec3_t anglevel;
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// leilei - some sticky experiment where if the particle clips the view, it'll just stick instead.
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int stickable; // 0 - not sticky (normal) 1 - sticky ready 2 - is stuck to the view
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vec3_t vstuck1;
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vec3_t vstuck2;
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} particle_t;
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// !!! if thi
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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typedef struct flare_s
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{
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// driver-usable fields
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vec3_t org;
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float color;
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// drivers never touch the following fields
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struct flare_s *next;
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vec3_t vel;
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float ramp;
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float die;
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ptype_t type;
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// ASMME - NEW STRUCTS
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float alpha; // quake2
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float alphavel;
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int blend; // 0 - normal, 1 - additive, 2 - gellin
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int lit; // is the model lit by the world? (hey, blame dp for this idea.)
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int polor; // real particle color (fog fix)
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int trail; // a particle trail!...maybe recursive.... I don't know yet!
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int frame; // frame on the sprite sheet (obsolete?)
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float scale; // scale of the flare.
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float scaley; // scale of the flare
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struct model_s *model; // oh god. specific sprites! automatically precached?
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vec3_t angles; // this hurts
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int sprtype; // oh this is so fat
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float scalexvel;
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float scaleyvel;
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vec3_t anglevel;
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int amiseen; // determines if flare is seen. test flare to this.
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struct entity_s *owner;
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qboolean owned; // am i owned? (checking for deleting particle if entity dies)
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struct model_s *oldmodel; // for owner
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float lensreflection;
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} flare_t;
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2014-04-12 12:19:49 +00:00
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typedef struct entity_s
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{
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2014-04-12 12:29:30 +00:00
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float framelerp;
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qboolean forcelink; // model changed
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int update_type;
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entity_state_t baseline; // to fill in defaults in updates
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double msgtime; // time of last update
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vec3_t msg_origins[2]; // last two updates (0 is newest)
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vec3_t origin;
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2014-04-12 12:29:30 +00:00
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2014-04-12 12:19:49 +00:00
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vec3_t msg_angles[2]; // last two updates (0 is newest)
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vec3_t angles;
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2014-04-12 12:29:30 +00:00
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2014-04-12 12:19:49 +00:00
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struct model_s *model; // NULL = no model
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struct efrag_s *efrag; // linked list of efrags
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int frame;
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int oldframe;
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2014-04-12 12:19:49 +00:00
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float syncbase; // for client-side animations
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2014-04-12 12:29:30 +00:00
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//byte *colormap;
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// h2
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byte *colormap, *sourcecolormap;
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byte colorshade;
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// h2
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2014-04-12 12:19:49 +00:00
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int effects; // light, particals, etc
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int skinnum; // for Alias models
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int visframe; // last frame this entity was
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// found in an active leaf
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int number;
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2014-04-12 12:19:49 +00:00
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int dlightframe; // dynamic lighting
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int dlightbits;
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// FIXME: could turn these into a union
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int trivial_accept;
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struct mnode_s *topnode; // for bmodels, first world node
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// that splits bmodel, or NULL if
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// not split
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int flags;
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float alpha;
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float scale_start_time;
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// float scale1;
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#ifdef SCALEE
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float scale2;
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#endif
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float glow_size;
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float glow_red; // tomaz glow stuff we probably will not use
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float glow_green;
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float glow_blue;
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vec3_t colormod;
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#ifdef MHINTERPOL
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// frame interpolation
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float frame_start_time;
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int lastpose;
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int currpose;
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// even if you've already done the QER stuff you'll need this too!
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int lastframe;
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#endif
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struct model_s *lastmodel; // leilei - gun draw hack
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int shadowsize; // leilei - shadow size hack
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int shadowframe; // leilei - shadow hack
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int shadowbits;
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float scale;
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int glowcolor;
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float glowsize;
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#ifdef VMTOC
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qboolean viewmodel;
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#endif
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#ifdef INTERPOL7
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// frame interpolation
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float frame_start_time;
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int lastpose;
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int currpose;
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// even if you've already done the QER stuff you'll need this too!
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int lastframe;
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#endif
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qboolean muzzlehack; // leilei - awful muzzleflash additive blend hack
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qboolean imstatic; // am i a static ent? (for flares)
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qboolean gotaflare; // is my flare function called already? (For statics)
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struct flare_s *ourparticle; // for flare
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float flalpha; // for flare
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float flalphavel; // for flare
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int cloaked; // leilei - experimental cloak effect
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int isfading; // leilei - for alpha
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float partfinished; // leilei - preventing particle spam
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int leifect; // leilei - effect hack :/
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vec3_t shadowvec; // leilei - fake direction shadow casting
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float shadowdist;
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float shadowopacity;
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2014-04-12 12:19:49 +00:00
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} entity_t;
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2014-04-12 12:29:30 +00:00
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2014-04-12 12:19:49 +00:00
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
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int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
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float fvrectright_adj, fvrectbottom_adj;
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// right and bottom edges, for clamping
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float fvrectright; // rightmost edge, for Alias clamping
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably always be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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vec3_t viewangles;
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float fov_x, fov_y;
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2014-04-12 12:29:30 +00:00
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float time;
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float oldtime;
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2014-04-12 12:19:49 +00:00
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int ambientlight;
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2014-04-12 12:29:30 +00:00
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2014-04-12 12:19:49 +00:00
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} refdef_t;
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2014-04-12 12:29:30 +00:00
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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vrect_t aliasvrect; // scaled Alias version
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int vrectright, vrectbottom; // right & bottom screen coords
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int aliasvrectright, aliasvrectbottom; // scaled Alias versions
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float vrectrightedge; // rightmost right edge we care about,
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// for use in edge list
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float fvrectx, fvrecty; // for floating-point compares
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float fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
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int vrect_x_adj_shift20; // (vrect.x + 0.5 - epsilon) << 20
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int vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
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float fvrectright_adj, fvrectbottom_adj;
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// right and bottom edges, for clamping
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float fvrectright; // rightmost edge, for Alias clamping
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably always be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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int ambientlight;
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} oldrefdef_t;
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typedef struct mpic_s
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{
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int width;
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short height;
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byte alpha;
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byte pad;
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byte data[4]; // variable sized
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} mpic_t;
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extern oldrefdef_t r_oldrefdef;
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2014-04-12 12:19:49 +00:00
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//
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// refresh
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//
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extern int reinit_surfcache;
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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void R_Init (void);
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void R_InitTextures (void);
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void R_InitEfrags (void);
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void R_RenderView (void); // must set r_refdef first
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void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
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// called whenever r_refdef or vid change
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void R_InitSky (struct texture_s *mt); // called at level load
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void R_AddEfrags (entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (void);
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void R_ParseParticleEffect (void);
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_RocketTrail (vec3_t start, vec3_t end, int type);
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// leilei-new particels
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void R_RailTrail (vec3_t start, vec3_t end);
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void R_Smoke (vec3_t org, vec3_t dir, int color, int count);
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void R_RunWarticleEffect (vec3_t org, vec3_t dir, int color, int count);
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2014-04-12 12:19:49 +00:00
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#ifdef QUAKE2
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void R_DarkFieldParticles (entity_t *ent);
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#endif
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void R_EntityParticles (entity_t *ent);
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void R_BlobExplosion (vec3_t org);
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void R_ParticleExplosion (vec3_t org);
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void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_PushDlights (void);
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//
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// surface cache related
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//
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extern int reinit_surfcache; // if 1, surface cache is currently empty and
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extern qboolean r_cache_thrash; // set if thrashing the surface cache
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int D_SurfaceCacheForRes (int width, int height);
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void D_FlushCaches (void);
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void D_DeleteSurfaceCache (void);
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void D_InitCaches (void *buffer, int size);
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void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
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2014-04-12 12:29:30 +00:00
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extern byte coltranslate[256]; // TranslateToCustomPal
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