Add missing traps to cg_local.h

This commit is contained in:
Zack Middleton 2013-02-11 16:28:41 -06:00
parent 2147f2b7c2
commit eab1f9720a
1 changed files with 12 additions and 1 deletions

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