mirror of
https://github.com/nzp-team/fteqw.git
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5f1a9d8cbf
fixed nq client loading-screen persisting bug fixed nq clients getting flooded by packets. fixed nq clients not receiving any entities removed a bit of redundant code in pmove fteqcc: merged array function calls with real function calls, fixing return values in the process. vid_preservegamma now defaults to off. windows sucks. tweeked the prototype FTE_CSQC_SKELETONOBJECTS a bit. still not official nor advertised. added a little bit more functionality to halflife support csqc got some pmove tweeks. this is how I want it to work. nothing has been changed that is really incompatible with darkplaces in this commit. added markers around some ext_csqc_1 features. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3178 fc73d0e0-1445-4013-8a0c-d673dee63da5
108 lines
2.8 KiB
C
108 lines
2.8 KiB
C
/*
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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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// screen.h
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extern float scr_con_current;
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extern float scr_conlines; // lines of console to display
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extern int scr_fullupdate; // set to 0 to force full redraw
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extern int sb_lines;
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extern int clearnotify; // set to 0 whenever notify text is drawn
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extern qboolean scr_disabled_for_loading;
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extern cvar_t scr_fov;
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extern cvar_t scr_viewsize;
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extern cvar_t scr_viewsize;
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// only the refresh window will be updated unless these variables are flagged
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extern int scr_copytop;
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extern int scr_copyeverything;
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qboolean scr_skipupdate;
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qboolean SCR_RSShot (void);
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qboolean block_drawing;
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//void SCR_DrawConsole (qboolean noback);
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//void SCR_SetUpToDrawConsole (void);
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//void SCR_BeginLoadingPlaque (void);
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//void SCR_EndLoadingPlaque (void);
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//void SCR_Init (void);
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//void SCR_UpdateScreen (void);
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#if defined(RGLQUAKE)
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void GLSCR_UpdateScreen (void);
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#endif
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void SCR_ImageName (char *mapname);
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#if defined(SWQUAKE)
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void SWSCR_UpdateScreen (void);
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void SCR_UpdateWholeScreen (void);
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#endif
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//this stuff is internal to the screen systems.
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void RSpeedShow(void);
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void SCR_CrosshairPosition(int pnum, int *x, int *y);
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void SCR_DrawLoading (void);
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void SCR_CalcRefdef (void);
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void SCR_TileClear (void);
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void SCR_DrawNotifyString (void);
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void SCR_CheckDrawCenterString (void);
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void SCR_DrawRam (void);
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void SCR_DrawNet (void);
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void SCR_DrawTurtle (void);
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void SCR_DrawPause (void);
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void SCR_VRectForPlayer(vrect_t *vrect, int pnum); //returns a region for the player's view
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void CLSCR_Init(void); //basically so I can register a few friendly cvars.
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//TEI_SHOWLMP2 stuff
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void SCR_ShowPics_Draw(void);
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void SCR_ShowPic_Create(void);
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void SCR_ShowPic_Hide(void);
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void SCR_ShowPic_Move(void);
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void SCR_ShowPic_Update(void);
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void SCR_ShowPic_Clear(void);
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//a header is better than none...
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void Draw_TextBox (int x, int y, int width, int lines);
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qboolean SCR_ScreenShot (char *filename);
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void SCR_DrawTwoDimensional(int uimenu, qboolean nohud);
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enum
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{
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LS_NONE,
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LS_CONNECTION,
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LS_SERVER,
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LS_CLIENT,
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};
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int SCR_GetLoadingStage(void);
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void SCR_SetLoadingStage(int stage);
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