model loading code merge. dragged in smoe merges and cleanups of d_iface.h,

r_local.h, r_shared.h, client.h and render.h at the same time (couldn't get
away from that:/) verly likely to be lots of breakage (eg, player and eye
models are NOT checksummed atm), but everything builds
This commit is contained in:
Bill Currie 2001-05-10 06:01:11 +00:00
parent 5cd8ddb1aa
commit 2c07108c65
81 changed files with 370 additions and 752 deletions

View file

@ -36,6 +36,7 @@
#include "net.h"
#include "protocol.h"
#include "r_local.h"
#include "render.h"
// player_state_t is the information needed by a player entity
@ -108,33 +109,9 @@ typedef struct
} frame_t;
typedef struct
{
int destcolor[3];
int percent; // 0-256
} cshift_t;
#define CSHIFT_CONTENTS 0
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
#define NUM_CSHIFTS 4
//
// client_state_t should hold all pieces of the client state
//
#define MAX_DLIGHTS 32
typedef struct
{
int key; // so entities can reuse same entry
vec3_t origin;
float radius;
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
float color[3]; // Don't use alpha --KB
} dlight_t;
typedef struct
{