gzdoom-gles/src/r_local.h
Randy Heit 6863938e67 - Texture animation improvements:
* Animations are now millisecond-accurate, so delays in ANIMDEFS can have
    fractional parts.
  * Cleaned up the animation code and moved it into r_anim.cpp.
  * Blood's oscillating texture animations are now available for use by actual
    supported games by adding the word "oscillate" after a "range" definition
    in ANIMDEFS.
  * Not exactly texture animation, but it's handled in the same function as
    texture animations: Scrolling skies also have millisecond precision.


SVN r125 (trunk)
2006-05-18 01:42:50 +00:00

52 lines
1.4 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh (R_*) module, global header.
// All the rendering/drawing stuff is here.
//
//-----------------------------------------------------------------------------
#ifndef __R_LOCAL_H__
#define __R_LOCAL_H__
// Binary Angles, sine/cosine/atan lookups.
#include "tables.h"
// Screen size related parameters.
#include "doomdef.h"
// Include the refresh/render data structs.
#include "r_data.h"
//
// Separate header file for each module.
//
#include "r_main.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "r_plane.h"
#include "r_data.h"
#include "r_things.h"
#include "r_draw.h"
// r_anim.cpp
void R_InitPicAnims ();
void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD animspeed /* in ms */, DWORD speedrange=0);
void R_UpdateAnimations (DWORD mstime);
#endif // __R_LOCAL_H__