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render.cpp File Reference
#include <boost/algorithm/clamp.hpp>
#include <math.h>
#include <stddef.h>
#include <algorithm>
#include "inexor/client/gamemode/gamemode_client.hpp"
#include "inexor/client/network.hpp"
#include "inexor/engine/octaedit.hpp"
#include "inexor/engine/particles.hpp"
#include "inexor/engine/rendergl.hpp"
#include "inexor/engine/renderparticles.hpp"
#include "inexor/fpsgame/ai.hpp"
#include "inexor/fpsgame/entities.hpp"
#include "inexor/fpsgame/fps.hpp"
#include "inexor/fpsgame/fpsent.hpp"
#include "inexor/fpsgame/guns.hpp"
#include "inexor/fpsgame/movable.hpp"
#include "inexor/fpsgame/player.hpp"
#include "inexor/fpsgame/projectile.hpp"
#include "inexor/fpsgame/render.hpp"
#include "inexor/fpsgame/scoreboard.hpp"
#include "inexor/gamemode/gamemode.hpp"
#include "inexor/model/model.hpp"
#include "inexor/model/ragdoll.hpp"
#include "inexor/network/SharedVar.hpp"
#include "inexor/physics/physics.hpp"
#include "inexor/shared/command.hpp"
#include "inexor/shared/cube_formatting.hpp"
#include "inexor/shared/cube_loops.hpp"
#include "inexor/shared/cube_tools.hpp"
#include "inexor/shared/cube_types.hpp"
#include "inexor/shared/cube_vector.hpp"
#include "inexor/shared/ents.hpp"
#include "inexor/shared/geom.hpp"
#include "inexor/shared/tools.hpp"
#include "inexor/sound/sound.hpp"
#include "inexor/util/legacy_time.hpp"

Classes

struct  game::hudent
 

Namespaces

 game
 implementation of basic game functionsand cubescript bindings
 

Functions

 game::VARP (ragdoll, 0, 1, 1)
 
 game::VARP (ragdollmillis, 0, 10000, 300000)
 
 game::VARP (ragdollfade, 0, 1000, 300000)
 
 game::VARFP (playermodel, 0, 0, 4, changedplayermodel())
 
 game::VARP (forceplayermodels, 0, 0, 1)
 
 game::VARP (hidedead, 0, 0, 1)
 
void game::saveragdoll (fpsent *d)
 
void game::clearragdolls ()
 
void game::moveragdolls ()
 
int game::chooserandomplayermodel (int seed)
 
const playermodelinfo * game::getplayermodelinfo (int n)
 
const playermodelinfo & game::getplayermodelinfo (fpsent *d)
 
void game::changedplayermodel ()
 
void game::preloadplayermodel ()
 
 game::VAR (testquad, 0, 0, 1)
 
 game::VAR (testarmour, 0, 0, 1)
 
 game::VAR (testteam, 0, 0, 3)
 
void game::renderplayer (fpsent *d, const playermodelinfo &mdl, int team, float fade, bool mainpass)
 
 game::VARP (teamskins, 0, 0, 1)
 
void game::rendergame (bool mainpass)
 
 game::VARP (hudgun, 0, 1, 1)
 
 game::VARP (hudgunsway, 0, 1, 1)
 
 game::VARP (teamhudguns, 0, 1, 1)
 
 game::VARP (chainsawhudgun, 0, 1, 1)
 
 game::VAR (testhudgun, 0, 0, 1)
 
 game::FVAR (swaystep, 1, 35.0f, 100)
 
 game::FVAR (swayside, 0, 0.04f, 1)
 
 game::FVAR (swayup,-1, 0.05f, 1)
 
void game::swayhudgun (int curtime)
 
 game::SVARP (hudgunsdir,"")
 
void game::drawhudmodel (fpsent *d, int anim, float speed=0, int base=0)
 
void game::drawhudgun ()
 
void game::renderavatar ()
 
void game::renderplayerpreview (int model, int team, int weap)
 
vec game::hudgunorigin (int gun, const vec &from, const vec &to, fpsent *d)
 
void game::preloadweapons ()
 
void game::preloadsounds ()
 
void game::preload ()
 

Variables

vector< fpsent * > game::bestplayers
 
vector< const char * > game::bestteams
 
vector< fpsent * > game::ragdolls
 
static const playermodelinfo game::playermodels [2]
 
float game::swayfade = 0
 
float game::swayspeed = 0
 
float game::swaydist = 0
 
vec game::swaydir (0, 0, 0)
 
game::hudent game::guninterp