mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
3eb859a88f
This has several benifits: o The silly issue with alias model pitches being backwards is kept out of the renderer (it's a quakec thing: entites do their pitch backwards, but originally, only alias models were rotated. Hipnotic did brush entity rotations in the correct direction). o Angle to frame vector conversions are done only when the entity's angles vector changes, rather than every frame. This avoids a lot of unnecessary trig function calls. o Once transformed, an entity's frame vectors are always available. However, the vectors are left handed rather than right handed (ie, forward/left/up instead of forward/right/up): just a matter of watching the sign. This avoids even more trig calls (flag models in qw). o This paves the way for merging brush entity surface rendering with the world model surface rendering (the actual goal of this patch). o This also paves the way for using quaternions to represent entity orientation, as that would be a protocol change.
55 lines
1.5 KiB
C
55 lines
1.5 KiB
C
/*
|
|
cl_ents.h
|
|
|
|
Client entity definitions
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
This program 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 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program 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 this program; if not, write to:
|
|
|
|
Free Software Foundation, Inc.
|
|
59 Temple Place - Suite 330
|
|
Boston, MA 02111-1307, USA
|
|
|
|
$Id$
|
|
*/
|
|
|
|
#ifndef _CL_ENTS_H
|
|
#define _CL_ENTS_H
|
|
|
|
#include "QF/qtypes.h"
|
|
#include "QF/render.h"
|
|
|
|
void CL_SetSolidPlayers (int playernum);
|
|
void CL_ClearPredict (void);
|
|
void CL_SetUpPlayerPrediction(qboolean dopred);
|
|
void CL_TransformEntity (struct entity_s * ent, const vec3_t angles,
|
|
qboolean force);
|
|
void CL_EmitEntities (void);
|
|
void CL_ClearProjectiles (void);
|
|
void CL_ParseProjectiles (qboolean nail2);
|
|
void CL_ParsePacketEntities (qboolean delta);
|
|
void CL_SetSolidEntities (void);
|
|
void CL_ParsePlayerinfo (void);
|
|
void CL_Ents_Init (void);
|
|
|
|
extern struct cvar_s *cl_deadbodyfilter;
|
|
extern struct cvar_s *cl_gibfilter;
|
|
|
|
extern entity_t cl_player_ents[];
|
|
extern entity_t cl_flag_ents[];
|
|
extern entity_t cl_packet_ents[];
|
|
|
|
#endif
|