- removed many 'extern "C"' declarations, now that assembly is no longer a concern.

- some concepts about building a RenderViewpoint struct. No actual work yet.
This commit is contained in:
Christoph Oelckers 2017-03-11 11:31:09 +01:00
commit 72da1fed7e
12 changed files with 74 additions and 60 deletions

View file

@ -103,6 +103,8 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
int viewwindowx;
int viewwindowy;
int viewwidth;
int viewheight;
DVector3 ViewPos;
DVector3 ViewActorPos; // the actual position of the viewing actor, without interpolation and quake offsets.
@ -110,27 +112,23 @@ DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
DVector3 ViewPath[2];
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
extern "C"
{
int viewwidth;
int viewheight;
int centerx;
int centery;
int centerxwide;
}
int centerx;
int centery;
int centerxwide;
int otic;
sector_t *viewsector;
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
double r_TicFracF; // same as floating point
uint32_t r_FrameTime; // [RH] Time this frame started drawing (in ms)
uint32_t r_FrameTime; // [RH] Time this frame started drawing (in ms)
bool r_NoInterpolate;
bool r_showviewer;