mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 01:01:33 +00:00
OpenGL shadows
This commit is contained in:
parent
28cd5b2f03
commit
4e481340ce
3 changed files with 81 additions and 217 deletions
|
@ -41,6 +41,7 @@
|
|||
#include "../i_system.h"
|
||||
#include "../m_cheat.h"
|
||||
#include "../f_finale.h"
|
||||
#include "../r_things.h" // R_GetShadowZ
|
||||
#ifdef ESLOPE
|
||||
#include "../p_slopes.h"
|
||||
#endif
|
||||
|
@ -4050,39 +4051,6 @@ static gr_vissprite_t *HWR_NewVisSprite(void)
|
|||
return HWR_GetVisSprite(gr_visspritecount++);
|
||||
}
|
||||
|
||||
#ifdef GLBADSHADOWS
|
||||
// Finds a floor through which light does not pass.
|
||||
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
||||
{
|
||||
const sector_t *sec = R_PointInSubsector(x, y)->sector;
|
||||
fixed_t floorz = sec->floorheight;
|
||||
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t delta1, delta2;
|
||||
const fixed_t thingtop = z + height;
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)
|
||||
|| !(rover->flags & FF_RENDERPLANES)
|
||||
|| rover->flags & FF_TRANSLUCENT
|
||||
|| rover->flags & FF_FOG
|
||||
|| rover->flags & FF_INVERTPLANES)
|
||||
continue;
|
||||
|
||||
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
|
||||
floorz = *rover->topheight;
|
||||
}
|
||||
}
|
||||
|
||||
return floorz;
|
||||
}
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
|
||||
//
|
||||
// HWR_DoCulling
|
||||
// Hardware version of R_DoCulling
|
||||
|
@ -4123,180 +4091,123 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
|
|||
return false;
|
||||
}
|
||||
|
||||
#ifdef GLBADSHADOWS
|
||||
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
|
||||
static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale)
|
||||
{
|
||||
FOutVector swallVerts[4];
|
||||
GLPatch_t *gpatch;
|
||||
FOutVector shadowVerts[4];
|
||||
FSurfaceInfo sSurf;
|
||||
fixed_t floorheight, mobjfloor;
|
||||
float offset = 0;
|
||||
float fscale; float fx; float fy; float offset;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = NULL;
|
||||
UINT8 i;
|
||||
|
||||
mobjfloor = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x, spr->mobj->y,
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
if (cv_shadowoffs.value)
|
||||
{
|
||||
angle_t shadowdir;
|
||||
INT32 light;
|
||||
fixed_t scalemul;
|
||||
UINT16 alpha;
|
||||
fixed_t floordiff;
|
||||
fixed_t floorz;
|
||||
fixed_t slopez;
|
||||
pslope_t *floorslope;
|
||||
|
||||
// Set direction
|
||||
if (splitscreen && stplyr == &players[secondarydisplayplayer])
|
||||
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
|
||||
else
|
||||
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
|
||||
floorz = R_GetShadowZ(thing, &floorslope);
|
||||
|
||||
// Find floorheight
|
||||
floorheight = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
//if (abs(floorz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
|
||||
// The shadow is falling ABOVE it's mobj?
|
||||
// Don't draw it, then!
|
||||
if (spr->mobj->z < floorheight)
|
||||
return;
|
||||
else
|
||||
{
|
||||
fixed_t floorz;
|
||||
floorz = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
// The shadow would be falling on a wall? Don't draw it, then.
|
||||
// Would draw midair otherwise.
|
||||
if (floorz < floorheight)
|
||||
return;
|
||||
}
|
||||
floordiff = abs(thing->z - floorz);
|
||||
|
||||
floorheight = FixedInt(spr->mobj->z - floorheight);
|
||||
alpha = floordiff / (4*FRACUNIT) + 75;
|
||||
if (alpha >= 255) return;
|
||||
alpha = 255 - alpha;
|
||||
|
||||
offset = floorheight;
|
||||
}
|
||||
else
|
||||
floorheight = FixedInt(spr->mobj->z - mobjfloor);
|
||||
gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE);
|
||||
if (!(gpatch && gpatch->mipmap->grInfo.format)) return;
|
||||
HWR_GetPatch(gpatch);
|
||||
|
||||
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
||||
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
|
||||
|
||||
fscale = FIXED_TO_FLOAT(scalemul);
|
||||
fx = FIXED_TO_FLOAT(thing->x);
|
||||
fy = FIXED_TO_FLOAT(thing->y);
|
||||
|
||||
// create the sprite billboard
|
||||
//
|
||||
// 3--2
|
||||
// | /|
|
||||
// |/ |
|
||||
// 0--1
|
||||
|
||||
// x1/x2 were already scaled in HWR_ProjectSprite
|
||||
// First match the normal sprite
|
||||
swallVerts[0].x = swallVerts[3].x = spr->x1;
|
||||
swallVerts[2].x = swallVerts[1].x = spr->x2;
|
||||
swallVerts[0].z = swallVerts[3].z = spr->z1;
|
||||
swallVerts[2].z = swallVerts[1].z = spr->z2;
|
||||
if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
|
||||
offset = (gpatch->height/2) * fscale;
|
||||
else
|
||||
offset = (float)(gpatch->height/2);
|
||||
|
||||
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
|
||||
shadowVerts[0].x = shadowVerts[3].x = fx - offset;
|
||||
shadowVerts[2].x = shadowVerts[1].x = fx + offset;
|
||||
shadowVerts[0].z = shadowVerts[1].z = fy - offset;
|
||||
shadowVerts[3].z = shadowVerts[2].z = fy + offset;
|
||||
|
||||
if (floorslope)
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
|
||||
|
||||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||||
swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||||
swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||||
swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||||
swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
|
||||
|
||||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||||
swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos;
|
||||
swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos;
|
||||
swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin;
|
||||
swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin;
|
||||
}
|
||||
|
||||
// We also need to move the bottom ones away when shadowoffs is on
|
||||
if (cv_shadowoffs.value)
|
||||
{
|
||||
swallVerts[0].x = spr->x1 + offset * gr_viewcos;
|
||||
swallVerts[1].x = spr->x2 + offset * gr_viewcos;
|
||||
swallVerts[0].z = spr->z1 + offset * gr_viewsin;
|
||||
swallVerts[1].z = spr->z2 + offset * gr_viewsin;
|
||||
for (i = 0; i < 4; i++)
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
|
||||
}
|
||||
|
||||
if (spr->flip)
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
|
||||
swallVerts[2].sow = swallVerts[1].sow = 0;
|
||||
shadowVerts[0].sow = shadowVerts[3].sow = gpatch->max_s;
|
||||
shadowVerts[2].sow = shadowVerts[1].sow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = 0;
|
||||
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
|
||||
shadowVerts[0].sow = shadowVerts[3].sow = 0;
|
||||
shadowVerts[2].sow = shadowVerts[1].sow = gpatch->max_s;
|
||||
}
|
||||
|
||||
// flip the texture coords (look familiar?)
|
||||
if (spr->vflip)
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
|
||||
swallVerts[0].tow = swallVerts[1].tow = 0;
|
||||
shadowVerts[3].tow = shadowVerts[2].tow = gpatch->max_t;
|
||||
shadowVerts[0].tow = shadowVerts[1].tow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = 0;
|
||||
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
|
||||
shadowVerts[3].tow = shadowVerts[2].tow = 0;
|
||||
shadowVerts[0].tow = shadowVerts[1].tow = gpatch->max_t;
|
||||
}
|
||||
|
||||
sSurf.FlatColor.s.red = 0x00;
|
||||
sSurf.FlatColor.s.blue = 0x00;
|
||||
sSurf.FlatColor.s.green = 0x00;
|
||||
|
||||
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
||||
if (thing->subsector->sector->numlights)
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
|
||||
|
||||
if (sector->numlights)
|
||||
{
|
||||
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
||||
lightlevel = *thing->subsector->sector->lightlist[light].lightlevel;
|
||||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
|
||||
if (*sector->lightlist[light].extra_colormap)
|
||||
colormap = *sector->lightlist[light].extra_colormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightlevel = sector->lightlevel;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
|
||||
}*/
|
||||
|
||||
// shadow is always half as translucent as the sprite itself
|
||||
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
sSurf.FlatColor.s.alpha = 0x20;
|
||||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||||
{
|
||||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
|
||||
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
|
||||
if (*thing->subsector->sector->lightlist[light].extra_colormap)
|
||||
colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
||||
}
|
||||
else
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
|
||||
if (sSurf.FlatColor.s.alpha > floorheight/4)
|
||||
{
|
||||
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
|
||||
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
lightlevel = thing->subsector->sector->lightlevel;
|
||||
|
||||
if (thing->subsector->sector->extra_colormap)
|
||||
colormap = thing->subsector->sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||
|
||||
sSurf.FlatColor.s.alpha = alpha;
|
||||
|
||||
HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
}
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
|
||||
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
|
||||
static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts)
|
||||
|
@ -4372,24 +4283,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||||
|
||||
#ifdef GLBADSHADOWS
|
||||
// Draw shadow BEFORE sprite
|
||||
if (cv_shadow.value // Shadows enabled
|
||||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||||
#ifdef ALAM_LIGHTING
|
||||
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
|
||||
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
|
||||
#endif
|
||||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||||
{
|
||||
////////////////////
|
||||
// SHADOW SPRITE! //
|
||||
////////////////////
|
||||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||||
}
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
|
||||
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
|
||||
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
|
||||
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
|
||||
|
@ -4776,24 +4669,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||||
|
||||
#ifdef GLBADSHADOWS
|
||||
// Draw shadow BEFORE sprite
|
||||
if (cv_shadow.value // Shadows enabled
|
||||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||||
#ifdef ALAM_LIGHTING
|
||||
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
|
||||
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
|
||||
#endif
|
||||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||||
{
|
||||
////////////////////
|
||||
// SHADOW SPRITE! //
|
||||
////////////////////
|
||||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||||
}
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
|
||||
// if it has a dispoffset, push it a little towards the camera
|
||||
if (spr->dispoffset) {
|
||||
float co = -gr_viewcos*(0.05f*spr->dispoffset);
|
||||
|
@ -5407,6 +5282,12 @@ static void HWR_DrawSprites(void)
|
|||
HWR_DrawPrecipitationSprite(spr);
|
||||
else
|
||||
#endif
|
||||
{
|
||||
if (spr->mobj && spr->mobj->shadowscale && !(spr->mobj->frame & FF_PAPERSPRITE))
|
||||
{
|
||||
HWR_DrawDropShadow(spr->mobj, spr, spr->mobj->shadowscale);
|
||||
}
|
||||
|
||||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||||
{
|
||||
if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
|
||||
|
@ -5427,6 +5308,7 @@ static void HWR_DrawSprites(void)
|
|||
HWR_DrawSprite(spr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
12
src/r_main.c
12
src/r_main.c
|
@ -128,12 +128,6 @@ consvar_t cv_chasecam2 = {"chasecam2", "On", CV_CALL, CV_OnOff, ChaseCam2_OnChan
|
|||
consvar_t cv_flipcam = {"flipcam", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
|
||||
consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
#endif //#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
|
||||
#ifdef GLBADSHADOWS
|
||||
consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
@ -1223,12 +1217,6 @@ void R_RegisterEngineStuff(void)
|
|||
|
||||
CV_RegisterVar(&cv_chasecam);
|
||||
CV_RegisterVar(&cv_chasecam2);
|
||||
#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
|
||||
CV_RegisterVar(&cv_shadow);
|
||||
#endif //#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
|
||||
#ifdef GLBADSHADOWS
|
||||
CV_RegisterVar(&cv_shadowoffs);
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
CV_RegisterVar(&cv_skybox);
|
||||
|
||||
CV_RegisterVar(&cv_cam_dist);
|
||||
|
|
|
@ -76,12 +76,6 @@ extern consvar_t cv_showhud, cv_translucenthud;
|
|||
extern consvar_t cv_homremoval;
|
||||
extern consvar_t cv_chasecam, cv_chasecam2;
|
||||
extern consvar_t cv_flipcam, cv_flipcam2;
|
||||
#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
|
||||
extern consvar_t cv_shadow;
|
||||
#endif
|
||||
#ifdef GLBADSHADOWS
|
||||
extern conscar_t cv_shadowoffs;
|
||||
#endif //#ifdef GLBADSHADOWS
|
||||
extern consvar_t cv_translucency;
|
||||
extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
|
||||
extern consvar_t cv_fov;
|
||||
|
|
Loading…
Reference in a new issue