// 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/render internal state variables (global). // //----------------------------------------------------------------------------- #ifndef __R_STATE_H__ #define __R_STATE_H__ // Need data structure definitions. #include "doomtype.h" #include "r_defs.h" #include "r_data/sprites.h" // // Refresh internal data structures, // for rendering. // extern "C" int viewwidth; extern "C" int viewheight; // // Lookup tables for map data. // extern TArray sprites; extern DWORD NumStdSprites; extern TArray vertexdatas; extern int numsegs; extern seg_t* segs; extern int numsubsectors; extern subsector_t* subsectors; extern int numnodes; extern node_t* nodes; extern TArray Zones; extern node_t * gamenodes; extern int numgamenodes; extern subsector_t * gamesubsectors; extern int numgamesubsectors; // // POV data. // extern AActor* camera; // [RH] camera instead of viewplayer extern sector_t* viewsector; // [RH] keep track of sector viewing from extern DAngle FieldOfView; int R_FindSkin (const char *name, int pclass); // [RH] Find a skin #endif // __R_STATE_H__