29 #include "../idlib/precompiled.h"
35 static const char * iconKeys[
ICON_NONE ] = {
80 Draw( player, origin );
108 int icon = ICON_TEAM_RED + player->
team;
110 if ( icon != ICON_TEAM_RED && icon != ICON_TEAM_BLUE )
143 return CreateIcon( player, type, mtr, origin, axis );
idPlayer * GetLocalPlayer() const
assert(prefInfo.fullscreenBtn)
virtual qhandle_t AddEntityDef(const renderEntity_t *re)=0
const idMaterial * referenceShader
const int SHADERPARM_SPRITE_WIDTH
const int SHADERPARM_GREEN
GLuint GLuint GLsizei GLenum type
void UpdateIcon(idPlayer *player, const idVec3 &origin, const idMat3 &axis)
virtual const idMaterial * FindMaterial(const char *name, bool makeDefault=true)=0
deferredEntityCallback_t callback
const idMaterial * customShader
const int SHADERPARM_ALPHA
playerIconType_t iconType
bool IsHidden(void) const
const int SHADERPARM_BLUE
virtual void FreeEntityDef(qhandle_t entityHandle)=0
bool CreateIcon(idPlayer *player, playerIconType_t type, const char *mtr, const idVec3 &origin, const idMat3 &axis)
const char * GetString(const char *key, const char *defaultString="") const
const idDeclSkin * customSkin
virtual idRenderModel * FindModel(const char *modelName)=0
renderView_t * GetRenderView(void)
virtual void UpdateEntityDef(qhandle_t entityHandle, const renderEntity_t *re)=0
virtual idBounds Bounds(const struct renderEntity_s *ent=NULL) const =0
idDeclManager * declManager
idRenderModelManager * renderModelManager
const int SHADERPARM_SPRITE_HEIGHT
bool IsGametypeFlagBased(void)
bool GetJointWorldTransform(jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis)
void Draw(idPlayer *player, jointHandle_t joint)
idRenderWorld * gameRenderWorld
float shaderParms[MAX_ENTITY_SHADER_PARMS]