mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +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
/*
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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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$Id$
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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_TransformEntity (struct entity_s * ent, const vec3_t angles,
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qboolean force);
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void CL_EmitEntities (void);
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void CL_ClearProjectiles (void);
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void CL_ParseProjectiles (qboolean nail2);
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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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extern struct cvar_s *cl_deadbodyfilter;
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extern struct cvar_s *cl_gibfilter;
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extern entity_t cl_player_ents[];
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extern entity_t cl_flag_ents[];
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extern entity_t cl_packet_ents[];
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#endif
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