move more iengine stuff in physics.hh
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4cdc9c6db5
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5 changed files with 12 additions and 16 deletions
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@ -642,7 +642,8 @@ void initlights()
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loaddeferredlightshaders();
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}
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void lightreaching(const vec &target, vec &color, vec &dir, bool fast, extentity *t, float minambient)
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#if 0
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static void lightreaching(const vec &target, vec &color, vec &dir, bool fast = false, extentity *t = nullptr, float minambient = 0.4f)
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{
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if(fullbright && editmode)
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{
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@ -702,4 +703,4 @@ void lightreaching(const vec &target, vec &color, vec &dir, bool fast, extentity
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if(dir.iszero()) dir = vec(0, 0, 1);
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else dir.normalize();
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}
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#endif
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@ -35,4 +35,11 @@ void cleardynentcache();
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void updatedynentcache(physent *d);
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bool entinmap(dynent *d, bool avoidplayers = false);
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enum { RAY_BB = 1, RAY_POLY = 3, RAY_ALPHAPOLY = 7, RAY_ENTS = 9, RAY_CLIPMAT = 16, RAY_SKIPFIRST = 32, RAY_EDITMAT = 64, RAY_SHADOW = 128, RAY_PASS = 256, RAY_SKIPSKY = 512 };
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float raycube (const vec &o, const vec &ray, float radius = 0, int mode = RAY_CLIPMAT, int size = 0, extentity *t = 0);
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float raycubepos(const vec &o, const vec &ray, vec &hit, float radius = 0, int mode = RAY_CLIPMAT, int size = 0);
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float rayfloor (const vec &o, vec &floor, int mode = 0, float radius = 0);
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bool raycubelos(const vec &o, const vec &dest, vec &hitpos);
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#endif
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@ -1387,7 +1387,7 @@ FVAR(thirdpersonup, -25, 0, 25);
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FVAR(thirdpersonside, -25, 0, 25);
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physent *camera1 = NULL;
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static bool detachedcamera = false;
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bool isthirdperson() { return player!=camera1 || detachedcamera; }
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static bool isthirdperson() { return player!=camera1 || detachedcamera; }
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static void fixcamerarange()
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{
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@ -6,6 +6,7 @@
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#include "octaedit.hh" // editmode
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#include "octarender.hh"
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#include "pvs.hh"
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#include "physics.hh" // ray*
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#include "rendergl.hh"
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#include "rendertext.hh"
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#include "renderva.hh"
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@ -6,19 +6,6 @@ extern int elapsedtime; // elapsed frame time
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extern int totalmillis; // total elapsed time
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extern int gamespeed, paused;
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extern void lightent(extentity &e, float height = 8.0f);
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extern void lightreaching(const vec &target, vec &color, vec &dir, bool fast = false, extentity *e = 0, float minambient = 0.4f);
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enum { RAY_BB = 1, RAY_POLY = 3, RAY_ALPHAPOLY = 7, RAY_ENTS = 9, RAY_CLIPMAT = 16, RAY_SKIPFIRST = 32, RAY_EDITMAT = 64, RAY_SHADOW = 128, RAY_PASS = 256, RAY_SKIPSKY = 512 };
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extern float raycube (const vec &o, const vec &ray, float radius = 0, int mode = RAY_CLIPMAT, int size = 0, extentity *t = 0);
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extern float raycubepos(const vec &o, const vec &ray, vec &hit, float radius = 0, int mode = RAY_CLIPMAT, int size = 0);
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extern float rayfloor (const vec &o, vec &floor, int mode = 0, float radius = 0);
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extern bool raycubelos(const vec &o, const vec &dest, vec &hitpos);
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extern int thirdperson;
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extern bool isthirdperson();
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// command
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extern int variable(const char *name, int min, int cur, int max, int *storage, identfun fun, int flags);
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extern float fvariable(const char *name, float min, float cur, float max, float *storage, identfun fun, int flags);
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