icculus quake2 doxygen
1.0 dev
|
|
Go to the documentation of this file.
124 p->angle[
i] = angle[
i];
210 u = 4*(((
i>>3)&7)-3.5);
213 for (
j=0 ;
j<3 ;
j++)
242 r = 64 * ( (
i%4) - 1.5 );
243 f = 64 * (
i/4) + 128;
245 for (
j=0 ;
j<3 ;
j++)
274 r = 64 * ( (
i%4) - 1.5 );
275 f = 64 * (
i/4) + 128;
277 for (
j=0 ;
j<3 ;
j++)
280 dl->
color[0] = ((
i%6)+1) & 1;
281 dl->
color[1] = (((
i%6)+1) & 2)>>1;
282 dl->
color[2] = (((
i%6)+1) & 4)>>2;
312 mapname[strlen(mapname)-4] = 0;
388 &axis[0], &axis[1], &axis[2]);
421 if (fov_x < 1 || fov_x > 179)
561 if ( stereo_separation != 0 )
trace_t CM_BoxTrace(vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask)
CONST PIXELFORMATDESCRIPTOR int
void CL_ParseClientinfo(int player)
void V_TestParticles(void)
void CL_AddEntities(void)
int entitycmpfnc(const entity_t *a, const entity_t *b)
struct image_s *(* RegisterPic)(char *name)
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
struct cmodel_s * model_clip[MAX_MODELS]
void V_RenderView(float stereo_separation)
cvar_t * Cvar_Get(char *var_name, char *var_value, int flags)
struct model_s * gun_model
byte areabits[MAX_MAP_AREAS/8]
void(* EndRegistration)(void)
void SCR_DrawCrosshair(void)
void SCR_UpdateScreen(void)
void CDAudio_Play(int track, qboolean looping)
entity_t r_entities[MAX_ENTITIES]
struct model_s * model_draw[MAX_MODELS]
void CL_PrepRefresh(void)
void Sys_SendKeyEvents(void)
void Cmd_AddCommand(char *cmd_name, xcommand_t function)
void V_AddParticle(vec3_t org, int color, float alpha)
void Cvar_SetValue(char *var_name, float value)
cvar_t * cl_add_particles
void V_TestEntities(void)
cvar_t * cl_testparticles
void CDAudio_RandomPlay(void)
float CalcFov(float fov_x, float width, float height)
char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH]
void V_AddLightStyle(int style, float r, float g, float b)
void Com_Error(int code, char *fmt,...)
#define MAX_CLIENTWEAPONMODELS
void Con_ClearNotify(void)
void(* DrawPic)(int x, int y, char *name)
clientinfo_t baseclientinfo
GLfloat GLfloat GLfloat alpha
struct model_s *(* RegisterModel)(char *name)
cmodel_t * CM_InlineModel(char *name)
particle_t r_particles[MAX_PARTICLES]
struct image_s * image_precache[MAX_IMAGES]
void(* BeginRegistration)(char *map)
#define VectorAdd(a, b, c)
trace_t CL_Trace(vec3_t start, vec3_t end, float size, int contentmask)
void SCR_AddDirtyPoint(int x, int y)
player_state_t playerstate
void V_AddEntity(entity_t *ent)
char crosshair_pic[MAX_QPATH]
lightstyle_t * lightstyles
void(* SetSky)(char *name, float rotate, vec3_t axis)
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]
void CL_RegisterTEntModels(void)
#define VectorSet(v, x, y, z)
void Com_Printf(char *fmt,...)
int Sys_Milliseconds(void)
dlight_t r_dlights[MAX_DLIGHTS]
void CL_LoadClientinfo(clientinfo_t *ci, char *s)
lightstyle_t r_lightstyles[MAX_LIGHTSTYLES]
void Com_sprintf(char *dest, int size, char *fmt,...)
void(* RenderFrame)(refdef_t *fd)
void V_AddLight(vec3_t org, float intensity, float r, float g, float b)
float Cvar_VariableValue(char *var_name)