mirror of
https://github.com/ZDoom/gzdoom-gles.git
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ea1d6634f7
- replaced TStaticArray with regular TArrays. They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that. This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Refresh/render internal state variables (global).
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_STATE_H__
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#define __R_STATE_H__
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// Need data structure definitions.
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#include "doomtype.h"
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#include "r_defs.h"
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#include "r_data/sprites.h"
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//
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// Refresh internal data structures,
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// for rendering.
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//
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extern int viewwindowx;
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extern int viewwindowy;
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extern int viewwidth;
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extern int viewheight;
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//
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// Lookup tables for map data.
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//
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extern TArray<spritedef_t> sprites;
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extern uint32_t NumStdSprites;
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extern TArray<vertexdata_t> vertexdatas;
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//
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// POV data.
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//
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int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
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#endif // __R_STATE_H__
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