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