mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
bb13590e07
- a few minor optimizations.
89 lines
2 KiB
C++
89 lines
2 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/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<spritedef_t> sprites;
|
|
extern DWORD NumStdSprites;
|
|
|
|
extern int numvertexes;
|
|
extern vertex_t* vertexes;
|
|
extern int numvertexdatas;
|
|
extern vertexdata_t* vertexdatas;
|
|
|
|
extern int numsegs;
|
|
extern seg_t* segs;
|
|
|
|
extern int numsectors;
|
|
extern sector_t* sectors;
|
|
|
|
extern int numsubsectors;
|
|
extern subsector_t* subsectors;
|
|
|
|
extern int numnodes;
|
|
extern node_t* nodes;
|
|
|
|
extern int numlines;
|
|
extern line_t* lines;
|
|
|
|
extern int numsides;
|
|
extern side_t* sides;
|
|
|
|
extern int numzones;
|
|
extern zone_t* 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 angle_t xtoviewangle[MAXWIDTH+1];
|
|
extern int FieldOfView;
|
|
|
|
int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
|
|
|
|
#endif // __R_STATE_H__
|