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6863938e67
* 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)
52 lines
1.4 KiB
C++
52 lines
1.4 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 (R_*) module, global header.
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// All the rendering/drawing stuff is here.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_LOCAL_H__
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#define __R_LOCAL_H__
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// Binary Angles, sine/cosine/atan lookups.
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#include "tables.h"
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// Screen size related parameters.
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#include "doomdef.h"
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// Include the refresh/render data structs.
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#include "r_data.h"
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//
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// Separate header file for each module.
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//
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#include "r_main.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "r_plane.h"
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#include "r_data.h"
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#include "r_things.h"
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#include "r_draw.h"
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// r_anim.cpp
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void R_InitPicAnims ();
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void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD animspeed /* in ms */, DWORD speedrange=0);
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void R_UpdateAnimations (DWORD mstime);
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#endif // __R_LOCAL_H__
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