quakeforge/include/client/entities.h
Bill Currie 66ef8e16c1 Fix the ghost entities in demo playback.
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00

70 lines
1.7 KiB
C

/*
entities.h
Entity management
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/6/28
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 __client_entities_h
#define __client_entities_h
#include "QF/qtypes.h"
// entity_state_t is the information conveyed from the server
// in an update message
typedef struct entity_state_s {
int number; // edict index
unsigned flags; // nolerp, etc
vec3_t origin;
vec3_t angles;
unsigned short modelindex;
unsigned short frame;
int effects;
byte colormap;
byte skinnum;
// QSG 2
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} entity_state_t;
typedef struct {
entity_state_t * const baseline;
entity_state_t * const * const frame;
const int num_frames;
const int num_entities;
} entstates_t;
extern entstates_t nq_entstates;
extern entstates_t qw_entstates;
extern vec3_t ent_colormod[256];
#endif//__client_entities_h