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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
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.
49 lines
1.3 KiB
C
49 lines
1.3 KiB
C
/*
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cl_ents.h
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Client entity definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef _CL_ENTS_H
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#define _CL_ENTS_H
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#include "QF/qtypes.h"
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#include "QF/render.h"
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void CL_SetSolidPlayers (int playernum);
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void CL_ClearPredict (void);
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void CL_SetUpPlayerPrediction(qboolean dopred);
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void CL_ClearEnts (void);
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void CL_EmitEntities (void);
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void CL_ClearProjectiles (void);
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void CL_ParsePacketEntities (qboolean delta);
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void CL_SetSolidEntities (void);
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void CL_ParsePlayerinfo (void);
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void CL_Ents_Init (void);
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struct entity_s CL_GetEntity (int num);
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extern int cl_deadbodyfilter;
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extern int cl_gibfilter;
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#endif
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