mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-27 22:42:09 +00:00
- replace a few constant values with GL macros in tr_cmds.c
- tidy up top of tr_types.h a bit, change flags to hex representation - make ROM cvar enforcing really work - remove cg_stereoSeparation from cgame as it is obsolete. - Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled
This commit is contained in:
parent
65938da5ae
commit
10ed996784
10 changed files with 173 additions and 89 deletions
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@ -1861,7 +1861,8 @@ CROSSHAIR
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CG_DrawCrosshair
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=================
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*/
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static void CG_DrawCrosshair(void) {
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static void CG_DrawCrosshair(void)
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{
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float w, h;
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qhandle_t hShader;
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float f;
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@ -1915,6 +1916,82 @@ static void CG_DrawCrosshair(void) {
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w, h, 0, 0, 1, 1, hShader );
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}
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/*
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=================
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CG_DrawCrosshair3D
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=================
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*/
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static void CG_DrawCrosshair3D(void)
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{
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float w, h;
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qhandle_t hShader;
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float f;
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int ca;
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trace_t trace;
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vec3_t endpos;
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float stereoSep, zProj, maxdist, xmax;
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char rendererinfos[128];
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refEntity_t ent;
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if ( !cg_drawCrosshair.integer ) {
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return;
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}
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
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return;
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}
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if ( cg.renderingThirdPerson ) {
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return;
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}
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w = h = cg_crosshairSize.value;
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// pulse the size of the crosshair when picking up items
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f = cg.time - cg.itemPickupBlendTime;
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if ( f > 0 && f < ITEM_BLOB_TIME ) {
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f /= ITEM_BLOB_TIME;
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w *= ( 1 + f );
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h *= ( 1 + f );
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}
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ca = cg_drawCrosshair.integer;
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if (ca < 0) {
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ca = 0;
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}
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hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
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// Use a different method rendering the crosshair so players don't see two of them when
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// focusing their eyes at distant objects with high stereo separation
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// We are going to trace to the next shootable object and place the crosshair in front of it.
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// first get all the important renderer information
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trap_Cvar_VariableStringBuffer("r_zProj", rendererinfos, sizeof(rendererinfos));
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zProj = atof(rendererinfos);
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trap_Cvar_VariableStringBuffer("r_stereoSeparation", rendererinfos, sizeof(rendererinfos));
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stereoSep = zProj / atof(rendererinfos);
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xmax = zProj * tan(cg.refdef.fov_x * M_PI / 360.0f);
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// let the trace run through until a change in stereo separation of the crosshair becomes less than one pixel.
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maxdist = cgs.glconfig.vidWidth * stereoSep * zProj / (2 * xmax);
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VectorMA(cg.refdef.vieworg, maxdist, cg.refdef.viewaxis[0], endpos);
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CG_Trace(&trace, cg.refdef.vieworg, NULL, NULL, endpos, 0, MASK_SHOT);
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memset(&ent, 0, sizeof(ent));
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ent.reType = RT_SPRITE;
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ent.renderfx = RF_DEPTHHACK | RF_CROSSHAIR;
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VectorCopy(trace.endpos, ent.origin);
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// scale the crosshair so it appears the same size for all distances
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ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj;
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ent.customShader = hShader;
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trap_R_AddRefEntityToScene(&ent);
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}
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/*
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@ -2439,7 +2516,8 @@ void CG_DrawTimedMenus( void ) {
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CG_Draw2D
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=================
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*/
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static void CG_Draw2D( void ) {
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static void CG_Draw2D(stereoFrame_t stereoFrame)
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{
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#ifdef MISSIONPACK
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if (cgs.orderPending && cg.time > cgs.orderTime) {
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CG_CheckOrderPending();
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@ -2466,7 +2544,10 @@ static void CG_Draw2D( void ) {
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*/
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
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CG_DrawSpectator();
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CG_DrawCrosshair();
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if(stereoFrame == STEREO_CENTER)
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CG_DrawCrosshair();
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CG_DrawCrosshairNames();
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} else {
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// don't draw any status if dead or the scoreboard is being explicitly shown
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@ -2486,7 +2567,8 @@ static void CG_Draw2D( void ) {
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#ifdef MISSIONPACK
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CG_DrawProxWarning();
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#endif
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CG_DrawCrosshair();
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if(stereoFrame == STEREO_CENTER)
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CG_DrawCrosshair();
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CG_DrawCrosshairNames();
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CG_DrawWeaponSelect();
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@ -2550,9 +2632,6 @@ Perform all drawing needed to completely fill the screen
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=====================
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*/
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void CG_DrawActive( stereoFrame_t stereoView ) {
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float separation;
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vec3_t baseOrg;
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// optionally draw the info screen instead
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if ( !cg.snap ) {
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CG_DrawInformation();
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@ -2566,41 +2645,17 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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return;
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}
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switch ( stereoView ) {
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case STEREO_CENTER:
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separation = 0;
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break;
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case STEREO_LEFT:
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separation = -cg_stereoSeparation.value / 2;
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break;
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case STEREO_RIGHT:
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separation = cg_stereoSeparation.value / 2;
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break;
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default:
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separation = 0;
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CG_Error( "CG_DrawActive: Undefined stereoView" );
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}
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// clear around the rendered view if sized down
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CG_TileClear();
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// offset vieworg appropriately if we're doing stereo separation
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VectorCopy( cg.refdef.vieworg, baseOrg );
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if ( separation != 0 ) {
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VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
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}
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if(stereoView != STEREO_CENTER)
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CG_DrawCrosshair3D();
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// draw 3D view
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trap_R_RenderScene( &cg.refdef );
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// restore original viewpoint if running stereo
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if ( separation != 0 ) {
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VectorCopy( baseOrg, cg.refdef.vieworg );
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}
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// draw status bar and other floating elements
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CG_Draw2D();
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CG_Draw2D(stereoView);
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}
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@ -1134,7 +1134,6 @@ extern vmCvar_t cg_zoomFov;
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extern vmCvar_t cg_thirdPersonRange;
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extern vmCvar_t cg_thirdPersonAngle;
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extern vmCvar_t cg_thirdPerson;
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extern vmCvar_t cg_stereoSeparation;
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extern vmCvar_t cg_lagometer;
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extern vmCvar_t cg_drawAttacker;
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extern vmCvar_t cg_synchronousClients;
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@ -1288,7 +1287,7 @@ void CG_InitTeamChat( void );
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void CG_GetTeamColor(vec4_t *color);
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const char *CG_GetGameStatusText( void );
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const char *CG_GetKillerText( void );
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void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
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void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles);
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void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
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void CG_CheckOrderPending( void );
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const char *CG_GameTypeString( void );
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@ -142,7 +142,6 @@ vmCvar_t cg_zoomFov;
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vmCvar_t cg_thirdPerson;
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vmCvar_t cg_thirdPersonRange;
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vmCvar_t cg_thirdPersonAngle;
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vmCvar_t cg_stereoSeparation;
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vmCvar_t cg_lagometer;
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vmCvar_t cg_drawAttacker;
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vmCvar_t cg_synchronousClients;
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@ -211,7 +210,6 @@ static cvarTable_t cvarTable[] = {
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{ &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
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{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
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{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
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{ &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
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{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
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@ -2743,6 +2743,8 @@ void CL_Init( void ) {
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// cgame might not be initialized before menu is used
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Cvar_Get ("cg_viewsize", "100", CVAR_ARCHIVE );
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// Make sure cg_stereoSeparation is zero as that variable is deprecated and should not be used anymore.
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Cvar_Get ("cg_stereoSeparation", "0", CVAR_ROM);
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//
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// register our commands
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@ -474,7 +474,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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case CA_LOADING:
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case CA_PRIMED:
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// draw the game information screen and loading progress
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CL_CGameRendering(STEREO_CENTER);
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CL_CGameRendering(stereoFrame);
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// also draw the connection information, so it doesn't
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// flash away too briefly on local or lan games
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break;
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case CA_ACTIVE:
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// always supply STEREO_CENTER as vieworg offset is now done by the engine.
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CL_CGameRendering(STEREO_CENTER);
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CL_CGameRendering(stereoFrame);
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SCR_DrawDemoRecording();
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break;
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}
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@ -228,6 +228,17 @@ cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
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Z_Free( var->resetString );
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var->resetString = CopyString( var_value );
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if(flags & CVAR_ROM)
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{
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// this variable was set by the user,
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// so force it to value given by the engine.
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if(var->latchedString)
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Z_Free(var->latchedString);
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var->latchedString = CopyString(var_value);
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}
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// ZOID--needs to be set so that cvars the game sets as
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// SERVERINFO get sent to clients
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cvar_modifiedFlags |= flags;
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// we don't have a reset string yet
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Z_Free( var->resetString );
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var->resetString = CopyString( var_value );
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// if there is no reset string yet this means the variable was set by the user,
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// so force it to value given by the engine.
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if(var->flags & CVAR_ROM)
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{
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if(var->latchedString)
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Z_Free(var->latchedString);
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var->latchedString = CopyString(var_value);
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}
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} else if ( var_value[0] && strcmp( var->resetString, var_value ) ) {
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Com_DPrintf( "Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
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var_name, var->resetString, var_value );
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@ -521,7 +521,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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int fogNum, oldFogNum;
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int entityNum, oldEntityNum;
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int dlighted, oldDlighted;
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qboolean depthRange, oldDepthRange;
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qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
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int i;
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drawSurf_t *drawSurf;
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int oldSort;
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@ -539,6 +539,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldShader = NULL;
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oldFogNum = -1;
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oldDepthRange = qfalse;
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wasCrosshair = qfalse;
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oldDlighted = qfalse;
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oldSort = -1;
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depthRange = qfalse;
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@ -573,7 +574,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// change the modelview matrix if needed
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//
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if ( entityNum != oldEntityNum ) {
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depthRange = qfalse;
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depthRange = isCrosshair = qfalse;
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if ( entityNum != ENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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@ -590,9 +591,13 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
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}
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if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
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if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
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{
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// hack the depth range to prevent view model from poking into walls
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depthRange = qtrue;
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if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
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isCrosshair = qtrue;
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}
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} else {
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backEnd.currentEntity = &tr.worldEntity;
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@ -610,26 +615,40 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// change depthrange. Also change projection matrix so first person weapon does not look like coming
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// out of the screen.
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//
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if (oldDepthRange != depthRange)
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if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
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{
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if (depthRange)
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{
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if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
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{
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viewParms_t temp = backEnd.viewParms;
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R_SetupProjection(&temp, r_znear->value, qfalse);
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if(isCrosshair)
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{
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if(oldDepthRange)
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{
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// was not a crosshair but now is, change back proj matrix
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
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qglMatrixMode(GL_MODELVIEW);
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}
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}
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else
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{
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viewParms_t temp = backEnd.viewParms;
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf(temp.projectionMatrix);
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qglMatrixMode(GL_MODELVIEW);
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R_SetupProjection(&temp, r_znear->value, qfalse);
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf(temp.projectionMatrix);
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qglMatrixMode(GL_MODELVIEW);
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}
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}
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qglDepthRange (0, 0.3);
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if(!oldDepthRange)
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qglDepthRange (0, 0.3);
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}
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else
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{
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if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
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if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
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{
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
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@ -640,6 +659,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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oldDepthRange = depthRange;
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wasCrosshair = isCrosshair;
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}
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oldEntityNum = entityNum;
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@ -319,9 +319,9 @@ void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
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rgba[0] = GL_FALSE;
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if(colormode == MODE_RED_BLUE)
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rgba[1] = 0;
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rgba[1] = GL_FALSE;
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else if(colormode == MODE_RED_GREEN)
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rgba[2] = 0;
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rgba[2] = GL_FALSE;
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}
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}
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@ -456,7 +456,7 @@ void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, floa
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float oppleg, adjleg, length;
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int i;
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if(stereoSep == 0)
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if(stereoSep == 0 && xmin != -xmax)
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{
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// symmetric case can be simplified
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VectorCopy(dest->or.origin, ofsorigin);
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@ -513,19 +513,22 @@ R_SetupProjection
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void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
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{
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float xmin, xmax, ymin, ymax;
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float width, height, stereoSep;
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float width, height, stereoSep = r_stereoSeparation->value;
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/*
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* offset the view origin of the viewer for stereo rendering
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* by setting the projection matrix appropriately.
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*/
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if(dest->stereoFrame == STEREO_LEFT)
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stereoSep = zProj / r_stereoSeparation->value;
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else if(dest->stereoFrame == STEREO_RIGHT)
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stereoSep = zProj / -r_stereoSeparation->value;
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else
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stereoSep = 0;
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if(stereoSep != 0)
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{
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if(dest->stereoFrame == STEREO_LEFT)
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stereoSep = zProj / r_stereoSeparation->value;
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else if(dest->stereoFrame == STEREO_RIGHT)
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stereoSep = zProj / -r_stereoSeparation->value;
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else
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stereoSep = 0;
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}
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ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
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ymin = -ymax;
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@ -24,27 +24,33 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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|||
#define __TR_TYPES_H
|
||||
|
||||
|
||||
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
|
||||
#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
|
||||
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
|
||||
#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
|
||||
|
||||
// renderfx flags
|
||||
#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items)
|
||||
#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites)
|
||||
#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob)
|
||||
#define RF_DEPTHHACK 8 // for view weapon Z crunching
|
||||
#define RF_NOSHADOW 64 // don't add stencil shadows
|
||||
#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
|
||||
#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
|
||||
#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
|
||||
#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
|
||||
|
||||
#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin
|
||||
// for lighting. This allows entities to sink into the floor
|
||||
// with their origin going solid, and allows all parts of a
|
||||
// player to get the same lighting
|
||||
#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane
|
||||
#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
|
||||
// animation without needing to know the frame count
|
||||
#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to
|
||||
// DEPTHHACK in stereo rendering mode, with the difference that the
|
||||
// projection matrix won't be hacked to reduce the stereo separation as
|
||||
// is done for the gun.
|
||||
|
||||
#define RF_NOSHADOW 0x0040 // don't add stencil shadows
|
||||
|
||||
#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
|
||||
// for lighting. This allows entities to sink into the floor
|
||||
// with their origin going solid, and allows all parts of a
|
||||
// player to get the same lighting
|
||||
|
||||
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
|
||||
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
|
||||
|
||||
// refdef flags
|
||||
#define RDF_NOWORLDMODEL 1 // used for player configuration screen
|
||||
#define RDF_HYPERSPACE 4 // teleportation effect
|
||||
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
|
||||
#define RDF_HYPERSPACE 0x0004 // teleportation effect
|
||||
|
||||
typedef struct {
|
||||
vec3_t xyz;
|
||||
|
|
Loading…
Reference in a new issue