Differences From Artifact [6ea87debb4]:
- File src/protos.h — part of check-in [d7661be1b1] at 2025-03-23 19:40:00 on branch trunk — Clean up identifiers, use blocks for commands (user: js, size: 9896) [annotate] [blame] [check-ins using]
To Artifact [e6df6c1853]:
- File
src/protos.h
— part of check-in
[304230c1e1]
at
2025-03-23 21:52:54
on branch trunk
— Avoid pointless pointers
Passing OFVector3D by reference is annoying and is worse at passing via registers. (user: js, size: 9794) [annotate] [blame] [check-ins using]
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124 125 126 127 128 129 130 | 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(); | | | | 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 | 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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165 166 167 168 169 170 171 | 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); | | | | | < | | 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 | 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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237 238 239 240 241 242 243 | 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); | | | | | | 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 | 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(); |
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