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source/engine/renderer/rendermodelparms.h
74 строки
2 KB
Justin Marshall
Added cleaned up structs and classes to proper header files.
09 авг 2026, 03:17
09 авг 2026, 03:17
61cb846
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#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\engine\renderer\rendermodelparms.h // Recovered logical types: 1 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 13664; PDB kind: class. class idRenderModelParms { public: idVec3 origin; idMat3 axis; idVec3 scale; const idMaterial *customMaterial; int customSkin; int groupMasterIndex; int allowSurfaceOnlyInViewID; int suppressSurfaceInViewID; int suppressShadowInViewID; int suppressShadowInLightIndex; int firstVisibleFrameCount; float fovScale; float modelDepthHack; dimShadow_t castDimShadows; __int8 augmentShowOnlyWhenOccluded : 1; __int8 isAugment : 1; __int8 isSceneModel : 1; __int8 isSky : 1; __int8 isWorld : 1; __int8 isStatic : 1; __int8 allowUpShadows : 1; __int8 allowHighQualityDimShadows : 1; __int8 mvpIsIdentity : 1; __int8 viewOriented : 1; __int8 addAlways : 1; __int8 megatexturedModel : 1; __int8 acceptDimShadows : 1; __int8 staticShadowsFromDynamicModel : 1; __int8 noInteractions : 1; __int8 noShadow : 1; __int8 privateLightOnly : 1; __int8 addAlwaysForceOcclusionQuery : 1; __int8 alwaysOcclusionCullBounds : 1; __int8 neverOcclusionCullBounds : 1; __int8 noGPUocclusionTest : 1; __int8 woundsActive : 1; __int8 mvpIsSunFlare : 1; __int8 mvpIsOrthographic : 1; unsigned __int8 : 2; __int8 enableStaticSpecular : 1; __int8 forceApproximatedLighting : 1; __int8 noAmbient : 1; __int8 boostLightingPoint : 1; __int8 moveLightingPoint : 1; __int8 noLocalLighting : 1; unsigned __int32 : 24; __int32 traceGroup : 8; float radiosityScale; unsigned __int8 : 5; __int8 noStippleFade : 1; __int8 rebakeModel : 1; __int8 radiosityPreview : 1; float staticReflectionStrength; highlightColor_t highlightColor; float dimShadowClipZ; float maxTexelDensity; float modelFade; float maxVisibleRange; float fadeVisibilityOver; idRenderModel *referenceModel; idScreenRect viewport; };