/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __R_STATE__ #define __R_STATE__ // Need data structure definitions. #include "d_player.h" #include "r_data.h" #ifdef __GNUG__ #pragma interface #endif // // Refresh internal data structures, // for rendering. // // needed for texture pegging // needed for pre rendering (fracs) extern fixed_t* spritewidth; extern fixed_t* spriteoffset; extern fixed_t* spritetopoffset; extern lighttable_t* colormaps; extern int viewwidth; extern int scaledviewwidth; extern int viewheight; extern int firstflat; // for global animation extern int* flattranslation; extern int* texturetranslation; // Sprite.... extern int firstspritelump; extern int lastspritelump; extern int numspritelumps; // // Lookup tables for map data. // extern int numsprites; extern spritedef_t* sprites; extern int numvertexes; extern vertex_t* vertexes; extern int numsegs; extern seg_t* segs; extern int numsectors; extern sector_t* sectors; extern int numsubsectors; extern subsector_t* subsectors; extern int numnodes; extern node_t* nodes; extern int numlines; extern line_t* lines; extern int numsides; extern side_t* sides; // // POV data. // extern fixed_t viewx; extern fixed_t viewy; extern fixed_t viewz; extern angle_t viewangle; extern player_t* viewplayer; // ? extern angle_t clipangle; extern int viewangletox[FINEANGLES/2]; extern angle_t xtoviewangle[SCREENWIDTH+1]; //extern fixed_t finetangent[FINEANGLES/2]; extern fixed_t rw_distance; extern angle_t rw_normalangle; // angle to line origin extern int rw_angle1; // Segs count? extern int sscount; #endif