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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
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81 changed files with 370 additions and 752 deletions
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@ -36,6 +36,7 @@
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#include "net.h"
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#include "protocol.h"
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#include "r_local.h"
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#include "render.h"
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// player_state_t is the information needed by a player entity
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@ -108,33 +109,9 @@ typedef struct
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} frame_t;
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typedef struct
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{
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int destcolor[3];
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int percent; // 0-256
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} cshift_t;
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#define CSHIFT_CONTENTS 0
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#define CSHIFT_DAMAGE 1
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#define CSHIFT_BONUS 2
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#define CSHIFT_POWERUP 3
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#define NUM_CSHIFTS 4
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//
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// client_state_t should hold all pieces of the client state
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//
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#define MAX_DLIGHTS 32
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typedef struct
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{
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int key; // so entities can reuse same entry
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vec3_t origin;
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float radius;
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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float color[3]; // Don't use alpha --KB
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} dlight_t;
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typedef struct
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{
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