Cube  Diff

Differences From Artifact [6ea87debb4]:

To Artifact [e6df6c1853]:


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extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
    int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
    int strength, DynamicEntity *owner);
extern void cleardlights();
extern struct block *blockcopy(const struct block *b);
extern void blockpaste(const struct block *b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);







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extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
    int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
    DynamicEntity *owner);
extern void cleardlights();
extern struct block *blockcopy(const struct block *b);
extern void blockpaste(const struct block *b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);
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extern void pruneundos(int maxremain);

// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(const struct block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(const OFVector3D *o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(const OFVector3D *r, const OFVector3D *u);
extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
extern void particle_trail(
    int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);

// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);

// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);







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extern void pruneundos(int maxremain);

// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(const struct block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(OFVector3D o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(OFVector3D r, OFVector3D u);
extern void particle_splash(int type, int num, int fade, OFVector3D p);
extern void particle_trail(int type, int fade, OFVector3D from, OFVector3D to);

extern void render_particles(int time);

// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, OFVector3D o);
extern void demoblend(int damage);

// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
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extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
    int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, bool local);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);

// entities
extern void initEntities();







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extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
    int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, OFVector3D to);
extern void shootv(
    int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local);
extern void createrays(OFVector3D from, OFVector3D to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);

// entities
extern void initEntities();