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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
#pragma once
#if !defined(REF_PARAMS_H)
#define REF_PARAMS_H
typedef struct ref_params_s
// output
vec3_t vieworg;
vec3_t viewangles;
vec3_t forward;
vec3_t right;
vec3_t up;
// Client frametime;
float frametime;
// Client time
float time;
// Misc
int intermission;
int paused;
int spectator;
int onground;
int waterlevel;
vec3_t simvel;
vec3_t simorg;
vec3_t viewheight;
float idealpitch;
vec3_t cl_viewangles;
int health;
vec3_t crosshairangle;
float viewsize;
vec3_t punchangle;
int maxclients;
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int hardware;
int smoothing;
// Last issued usercmd
struct usercmd_s *cmd;
// Movevars
struct movevars_s *movevars;
int viewport[4]; // the viewport coordinates x, y, width, height
int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
// so long in cycles until this value is 0 (multiple views)
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
// Xash3D extension
float fov_x, fov_y; // actual fov can be overrided on nextView
} ref_params_t;
// same as ref_params but for overview mode
typedef struct ref_overview_s
vec3_t origin;
qboolean rotated;
float xLeft;
float xRight;
float xTop;
float xBottom;
float zFar;
float zNear;
float flZoom;
} ref_overview_t;