REDRIVER2/src_rebuild/GAME/C/DRAW.H

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#ifndef DRAW_H
#define DRAW_H
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extern SVECTOR day_vectors[4];
extern SVECTOR night_vectors[4];
extern SVECTOR day_colours[4];
extern SVECTOR night_colours[4];
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extern MATRIX aspect;
extern MATRIX identity;
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extern MATRIX inv_camera_matrix;
extern MATRIX face_camera;
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extern MATRIX2 matrixtable[64];
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extern MATRIX2 CompoundMatrix[64];
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extern int units_across_halved;
extern int units_down_halved;
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extern int pvs_square;
extern int pvs_square_sq;
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extern int PolySizes[56];
extern void* model_tile_ptrs[320];
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extern int combointensity;
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extern int gForceLowDetailCars;
extern int num_cars_drawn;
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extern char CurrentPVS[444];
extern void addSubdivSpriteShadow(struct POLYFT4*src, struct SVECTOR *verts, int z); // 0x0003ED7C
extern void DrawMapPSX(int *comp_val); // 0x0003F6B0
extern void SetupPlaneColours(unsigned long ambient); // 0x00040218
extern void SetupDrawMapPSX(); // 0x00040408
extern void InitFrustrumMatrix(); // 0x00040534
extern void SetFrustrumMatrix(); // 0x000417A4
extern void Set_Inv_CameraMatrix(); // 0x000417DC
extern void CalcObjectRotationMatrices(); // 0x00041814
extern void PlotMDL_less_than_128(struct MODEL *model); // 0x000418BC
extern void ProcessMapLump(char *lump_ptr, int lump_size); // 0x00040608
extern void DrawAllTheCars(int view); // 0x000407D8
extern void PlotBuildingModelSubdivNxN(MODEL *model, int rot, struct _pct *pc, int n); // 0x00040A90
extern void RenderModel(MODEL *model, MATRIX *matrix, VECTOR *pos, int zBias, int flags, int subdiv, int nrot); // 0x0004143C
extern unsigned long normalIndex(SVECTOR *verts, unsigned int vidx); // 0x000415E4
#endif