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float | V_CalcRoll (vec3_t angles, vec3_t velocity) |
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float | V_CalcBob (playerview_t *pv, qboolean queryold) |
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void | V_StartPitchDrift (playerview_t *pv) |
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void | V_StopPitchDrift (playerview_t *pv) |
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void | V_CenterView_f (void) |
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void | V_DriftPitch (playerview_t *pv) |
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void | BuildGammaTable (float gamma, float cscale, float cboost, float brightness) |
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void | W32_BlowChunk (vec3_t pos, float radius) |
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void | V_ParseDamage (playerview_t *pv) |
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void | V_cshift_f (void) |
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void | V_BonusFlash_f (void) |
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void | V_DarkFlash_f (void) |
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void | V_WhiteFlash_f (void) |
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void | V_SetContentsColor (int contents) |
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void | V_CalcPowerupCshift (playerview_t *pv) |
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void | V_CalcBlend (float *hw_blend) |
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void | V_UpdatePalette (qboolean force) |
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void | V_ClearCShifts (void) |
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float | angledelta (float a) |
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void | V_CalcGunPositionAngle (playerview_t *pv, float bob) |
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void | V_BoundOffsets (int pnum) |
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void | V_AddIdle (playerview_t *pv) |
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void | V_CalcViewRoll (playerview_t *pv) |
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void | V_CalcIntermissionRefdef (playerview_t *pv) |
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float | CalcFov (float fov_x, float width, float height) |
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void | V_ApplyAFov (playerview_t *pv) |
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void | V_ApplyRefdef (void) |
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int | V_EditExternalModels (int newviewentity, entity_t *viewentities, int maxviewenties) |
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void | V_DepthSortEntities (float *vieworg) |
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void | V_ClearRefdef (playerview_t *pv) |
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void | V_CalcRefdef (playerview_t *pv) |
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void | DropPunchAngle (playerview_t *pv) |
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entity_t * | CL_EntityNum (int num) |
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void | Draw_ExpandedString (struct font_s *font, float x, float y, conchar_t *str) |
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msurface_t * | Mod_GetSurfaceNearPoint (model_t *model, vec3_t point) |
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char * | Shader_GetShaderBody (shader_t *s, char *fname, size_t fnamesize) |
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void | R_DrawNameTags (void) |
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void | R2D_PolyBlend (void) |
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void | V_RenderPlayerViews (playerview_t *pv) |
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void | V_RenderView (qboolean no2d) |
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void | V_Init (void) |
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cvar_t | r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic (aka: pannini).\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: Equirectangular") |
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cvar_t | ffov = CVARFD("ffov", "", 0, "Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy.") |
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cvar_t | cl_rollspeed = CVARD("cl_rollspeed", "200", "Controls the speed required to reach cl_rollangle's tilt.") |
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cvar_t | crosshair = CVARF("crosshair", "1", CVAR_ARCHIVE) |
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cvar_t | crosshaircolor = CVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE) |
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cvar_t | crosshairsize = CVARF("crosshairsize", "8", CVAR_ARCHIVE) |
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cvar_t | cl_crossx = CVARF("cl_crossx", "0", CVAR_ARCHIVE) |
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cvar_t | cl_crossy = CVARF("cl_crossy", "0", CVAR_ARCHIVE) |
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cvar_t | crosshaircorrect = CVARFD("crosshaircorrect", "0", CVAR_SEMICHEAT, "Moves the crosshair around to represent the impact point of a weapon positioned below the actual view position.") |
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cvar_t | crosshairimage = CVARD("crosshairimage", "", "Enables the use of an external/custom crosshair image") |
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cvar_t | crosshairalpha = CVAR("crosshairalpha", "1") |
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cvar_t | v_skyroom = CVARFCD("skyroom", "", CVAR_SEMICHEAT, V_Skyroom_Changed, "Specifies the center position of the skyroom's view. Skyrooms are drawn instead of skyboxes (typically with their own skybox around them). Entities in skyrooms will be drawn only when r_ignoreentpvs is 0. Can also be set with the _skyroom worldspawn key. This is overriden by csqc's VF_SKYROOM_CAMERA.") |
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cvar_t | gl_cshiftenabled = CVARFD("gl_polyblend", "1", CVAR_ARCHIVE, "Controls whether temporary whole-screen colour changes should be honoured or not. Change gl_cshiftpercent if you want to adjust the intensity.\nThis does not affect v_cshift commands sent from the server.") |
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cvar_t | gl_cshiftborder = CVARD("gl_polyblend_edgesize", "128", "This constrains colour shifts to the edge of the screen, with the value specifying the size of those borders.") |
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cvar_t | v_contentblend = CVARFD("v_contentblend", "1", CVAR_ARCHIVE, "Controls the strength of underwater colour tints (gl_polyblend must be enabled).") |
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cvar_t | v_gunkick_q2 = CVARD("v_gunkick_q2", "1", "Controls the strength of view angle changes when firing weapons (in Quake2).") |
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cvar_t | v_viewheight = CVARF("v_viewheight", "0", CVAR_ARCHIVE) |
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cvar_t | chase_active = CVAR("chase_active", "0") |
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cvar_t | chase_back = CVAR("chase_back", "48") |
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cvar_t | chase_up = CVAR("chase_up", "24") |
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cvar_t | cl_chasecam |
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cvar_t | v_gamma = CVARAFCD("gamma", "1.0", "v_gamma", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, V_Gamma_Callback, "Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.") |
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cvar_t | v_gammainverted = CVARFCD("v_gammainverted", "0", CVAR_ARCHIVE, V_Gamma_Callback, "Boolean that controls whether the gamma should be inverted (like quake) or not.") |
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cvar_t | v_contrast = CVARAFCD("contrast", "1.0", "v_contrast", CVAR_ARCHIVE, V_Gamma_Callback, "Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.") |
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cvar_t | v_contrastboost = CVARFCD("v_contrastboost", "1.0", CVAR_ARCHIVE, V_Gamma_Callback, "Amplifies contrast in dark areas") |
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cvar_t | v_brightness = CVARAFCD("brightness", "0.0", "v_brightness", CVAR_ARCHIVE, V_Gamma_Callback, "Brightness is how much 'white' to add to each and every pixel on the screen.") |
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qbyte | gammatable [256] |
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qboolean | gammaworks |
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float | hw_blend [4] |
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qboolean | r_secondaryview |
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vec3_t | nametagorg [MAX_CLIENTS] |
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qboolean | nametagseen [MAX_CLIENTS] |
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cvar_t | r_showshaders |
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cvar_t | r_showfields |
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