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Add missing traps to cg_local.h
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1 changed files with 12 additions and 1 deletions
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@ -1518,6 +1518,7 @@ void trap_SendConsoleCommand( const char *text );
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// register a command name so the console can perform command completion.
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// register a command name so the console can perform command completion.
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// FIXME: replace this with a normal console command "defineCommand"?
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// FIXME: replace this with a normal console command "defineCommand"?
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void trap_AddCommand( const char *cmdName );
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void trap_AddCommand( const char *cmdName );
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void trap_RemoveCommand( const char *cmdName );
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// send a string to the server over the network
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// send a string to the server over the network
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void trap_SendClientCommand( const char *s );
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void trap_SendClientCommand( const char *s );
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@ -1535,10 +1536,17 @@ int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, cons
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void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask );
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clipHandle_t model, int brushmask );
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void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask );
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void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles );
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const vec3_t origin, const vec3_t angles );
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void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles );
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// Returns the projection of a polygon onto the solid brushes in the world
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// Returns the projection of a polygon onto the solid brushes in the world
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int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
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int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
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@ -1585,6 +1593,7 @@ void trap_R_AddRefEntityToScene( const refEntity_t *re );
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void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
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void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
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void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void trap_R_RenderScene( const refdef_t *fd );
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void trap_R_RenderScene( const refdef_t *fd );
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void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
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void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
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@ -1594,6 +1603,7 @@ void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
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int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName );
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float frac, const char *tagName );
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void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
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void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
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qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
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// The glconfig_t will not change during the life of a cgame.
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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// If it needs to change, the entire cgame will be restarted, because
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@ -1655,7 +1665,8 @@ e_status trap_CIN_RunCinematic (int handle);
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void trap_CIN_DrawCinematic (int handle);
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void trap_CIN_DrawCinematic (int handle);
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void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
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void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
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void trap_SnapVector( float *v );
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int trap_RealTime(qtime_t *qtime);
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void trap_SnapVector( float *v );
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qboolean trap_loadCamera(const char *name);
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qboolean trap_loadCamera(const char *name);
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void trap_startCamera(int time);
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void trap_startCamera(int time);
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