mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
c0f8d102ad
I guess I wasn't sure how to find all the allocated entities from within the registry, but it turned out to be trivial. This takes care of leaked static entities (and, in a later commit, leaked light entities, which is how I found the problem).
119 lines
3 KiB
C
119 lines
3 KiB
C
/*
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view.h
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(description)
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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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// view.h
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#ifndef __client_view_h
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#define __client_view_h
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#include "QF/mathlib.h"
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#include "QF/simd/types.h"
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#include "QF/scene/entity.h"
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typedef struct {
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int destcolor[3];
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int percent; // 0-255
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double time;
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int initialpct;
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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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#define INFO_CSHIFT_BONUS (1 << 0)
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#define INFO_CSHIFT_CONTENTS (1 << 1)
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#define INFO_CSHIFT_DAMAGE (1 << 2)
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#define INFO_CSHIFT_POWERUP (1 << 3)
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typedef struct viewstate_s {
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vec4f_t player_origin;
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vec3_t player_angles;
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int chase;
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vec4f_t movecmd;
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vec4f_t velocity;
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vec4f_t punchangle;
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transform_t camera_transform;
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double time;
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double realtime;
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double last_servermessage;
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float frametime;
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float height;
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int weaponframe;
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int onground; // -1 when in air
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unsigned active:1;
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unsigned loading:1;
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unsigned watervis:1;
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unsigned demoplayback:1;
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unsigned drift_enabled:1;
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unsigned voffs_enabled:1;
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unsigned bob_enabled:1;
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unsigned intermission:1;
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unsigned decay_punchangle:1;
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int force_cshifts; // bitfield of server enforced cshifts
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uint32_t flags;
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int powerup_index;
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cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
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cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
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quat_t cshift_color;
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// pitch drifting vars
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float idealpitch;
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float pitchvel;
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bool nodrift;
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float driftmove;
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double laststop;
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struct model_s *weapon_model;
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entity_t weapon_entity;
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entity_t player_entity;
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struct chasestate_s *chasestate;
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} viewstate_t;
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#define VF_DEAD 1
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#define VF_GIB 2
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struct msg_s;
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struct scene_s;
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void V_NewScene (viewstate_t *vs, struct scene_s *scene);
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void V_Init (viewstate_t *vs);
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void V_Init_Cvars (void);
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void V_RenderView (viewstate_t *vs);
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float V_CalcRoll (const vec3_t angles, vec4f_t velocity);
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void V_StartPitchDrift (viewstate_t *vs);
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void V_StopPitchDrift (viewstate_t *vs);
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void V_SetContentsColor (viewstate_t *vs, int contents);
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void V_ParseDamage (struct msg_s *net_message, viewstate_t *vs);
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void V_PrepBlend (viewstate_t *vs);
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extern bool noclip_anglehack;
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#endif // __client_view_h
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