quakeforge/qw/include/cl_ents.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

49 lines
1.3 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
*/
#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_ClearEnts (void);
void CL_EmitEntities (void);
void CL_ClearProjectiles (void);
void CL_ParsePacketEntities (qboolean delta);
void CL_SetSolidEntities (void);
void CL_ParsePlayerinfo (void);
void CL_Ents_Init (void);
struct entity_s CL_GetEntity (int num);
extern int cl_deadbodyfilter;
extern int cl_gibfilter;
#endif