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164 u = 4*(((
i>>3)&7)-3.5);
167 for (
j=0 ;
j<3 ;
j++)
196 r = 64 * ( (
i%4) - 1.5 );
197 f = 64 * (
i/4) + 128;
199 for (
j=0 ;
j<3 ;
j++)
228 r = 64 * ( (
i%4) - 1.5 );
229 f = 64 * (
i/4) + 128;
231 for (
j=0 ;
j<3 ;
j++)
234 dl->
color[0] = ((
i%6)+1) & 1;
235 dl->
color[1] = (((
i%6)+1) & 2)>>1;
236 dl->
color[2] = (((
i%6)+1) & 4)>>2;
266 mapname[strlen(mapname)-4] = 0;
342 &axis[0], &axis[1], &axis[2]);
372 if (fov_x < 1 || fov_x > 179)
498 if ( stereo_separation != 0 )
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 Miniaudio_Play(int track, qboolean looping)
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)
entity_t r_entities[MAX_ENTITIES]
qboolean CDAudio_Play(int track, qboolean looping)
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)
cvar_t * cl_add_particles
void V_TestEntities(void)
cvar_t * cl_testparticles
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)
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(* EndWorldRenderpass)(void)
void(* SetSky)(char *name, float rotate, vec3_t axis)
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]
void CL_RegisterTEntModels(void)
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)