27 #define MAX_ANIMLIST 8
28 #define MAX_ENTITY_LIGHTS 7
34 #define RF_NONE 0x00000000
35 #define RF_TRANSLUCENT 0x00000001
36 #define RF_BOX 0x00000002
37 #define RF_PATH 0x01000000
38 #define RF_ARROW 0x02000000
41 #define RF_NO_SHADOW 0x00000004
42 #define RF_BLOOD 0x00000008
43 #define RF_SELECTED 0x00000010
44 #define RF_MEMBER 0x00000020
45 #define RF_ALLIED 0x00000040
46 #define RF_ACTOR 0x00000080
47 #define RF_PULSE 0x00000100
48 #define RF_IRGOGGLES 0x00000200
49 #define RF_NEUTRAL 0x00000400
50 #define RF_SHADOW 0x00000800
51 #define RF_OPPONENT 0x00001000
52 #define RF_IRGOGGLESSHOT 0x00002000
54 typedef struct animState_s {
void R_DrawOpaqueMeshEntities(entity_t *ents)
#define VectorCopy(src, dest)
void R_DrawMeshEntities(entity_t *ents)
Draws the list of entities.
entity_s(int flag=RF_NONE)
void R_EntityAddToOrigin(entity_t *ent, const vec3_t offset)
Translates the origin of the given entity by the given offset vector.
entity_t * R_GetEntity(int id)
Returns a specific entity from the list.
float distanceFromViewOrigin
entity_t * r_blend_mesh_entities
void R_EntitySetOrigin(entity_t *ent, const vec3_t origin)
setter for entity origin
void R_TransformForEntity(const entity_t *e, const vec3_t in, vec3_t out)
void R_DrawSpecialEntities(const entity_t *ents)
entity_t * r_special_entities
lighting structure which contains static and dynamic lighting info for entities
void R_DrawBlendMeshEntities(entity_t *ents)
entity_t * R_GetFreeEntity(void)
Get the next free entry in the entity list (the last one)
void setScale(const vec3_t scale_)
int R_AddEntity(const entity_t *ent)
Adds a copy of the specified entity to the list of all known render entities.
void R_DrawNullEntities(const entity_t *ents)
Draw entities which models couldn't be loaded.
struct animState_s animState_t
void R_DrawEntityEffects(void)
Draws shadow and highlight effects for the entities (actors)
entity_t * r_null_entities
entity_t * r_opaque_mesh_entities