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https://github.com/ZDoom/qzdoom.git
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76 lines
1.8 KiB
C++
76 lines
1.8 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 "C" int viewwidth;
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extern "C" 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 DWORD NumStdSprites;
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extern TArray<vertexdata_t> vertexdatas;
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extern int numsegs;
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extern seg_t* segs;
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extern int numsubsectors;
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extern subsector_t* subsectors;
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extern int numnodes;
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extern node_t* nodes;
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extern TArray<zone_t> Zones;
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extern node_t * gamenodes;
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extern int numgamenodes;
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extern subsector_t * gamesubsectors;
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extern int numgamesubsectors;
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//
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// POV data.
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//
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extern AActor* camera; // [RH] camera instead of viewplayer
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extern sector_t* viewsector; // [RH] keep track of sector viewing from
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namespace swrenderer { extern angle_t xtoviewangle[MAXWIDTH+1]; }
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extern DAngle FieldOfView;
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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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