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64 lines
2.2 KiB
C
64 lines
2.2 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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. See the
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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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __R_DATA__
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#define __R_DATA__
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#include "r_defs.h"
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#include "r_state.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// Retrieve column data for span blitting.
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byte*
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R_GetColumn
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( int tex,
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int col );
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// I/O, setting up the stuff.
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void R_InitData (void);
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void R_PrecacheLevel (void);
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// Retrieval.
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// Floor/ceiling opaque texture tiles,
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// lookup by name. For animation?
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int R_FlatNumForName ( const char* name);
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// Called by P_Ticker for switches and animations,
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// returns the texture number for the texture name.
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int R_TextureNumForName (const char *name);
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int R_CheckTextureNumForName ( const char *name);
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#endif
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