- made video base code game independent

This commit is contained in:
Christoph Oelckers 2020-04-28 17:22:17 +02:00
commit ddef3f7b98
56 changed files with 251 additions and 241 deletions

View file

@ -64,6 +64,7 @@
#include "actorinlines.h"
#include "g_game.h"
#include "i_system.h"
#include "v_draw.h"
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
@ -140,7 +141,6 @@ int LocalViewPitch;
bool LocalKeyboardTurner;
int setblocks;
bool setsizeneeded;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
@ -368,7 +368,7 @@ CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
//==========================================================================
FRenderer *CreateSWRenderer();
FRenderer* SWRenderer;
//==========================================================================
//
@ -1031,30 +1031,6 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style.
// Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}
CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
{
if (self>90.f) self = 90.f;