forked from 0ad/0ad
This was SVN commit r1803.
This commit is contained in:
parent
0e39146eb4
commit
761dfde0c5
@ -5,6 +5,7 @@
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#include "res/ogl_tex.h"
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#include "Renderer.h"
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#include "TransparencyRenderer.h"
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#include "PlayerRenderer.h"
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#include "ModelRData.h"
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#include "Model.h"
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#include "ModelDef.h"
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@ -49,7 +50,9 @@ void CModelRData::Build()
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/*if (g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
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m_Flags|=MODELRDATA_FLAG_TRANSPARENT;
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}*/
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if(m_Model->GetMaterial().UsesAlpha())
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if(m_Model->GetPlayerID() + 1)
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m_Flags |= MODELRDATA_FLAG_PLAYERCOLOR;
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else if(m_Model->GetMaterial().UsesAlpha())
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m_Flags |= MODELRDATA_FLAG_TRANSPARENT;
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}
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@ -176,13 +179,17 @@ void CModelRData::BuildVertices()
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}
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void CModelRData::RenderStreams(u32 streamflags)
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void CModelRData::RenderStreams(u32 streamflags, bool isplayer)
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{
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CModelDefPtr mdldef=m_Model->GetModelDef();
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if (streamflags & STREAM_UV0)
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{
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m_Model->GetMaterial().Bind();
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if(!isplayer)
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m_Model->GetMaterial().Bind();
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else
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g_Renderer.SetTexture(1,m_Model->GetTexture());
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g_Renderer.SetTexture(0,m_Model->GetTexture());
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}
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@ -199,8 +206,8 @@ void CModelRData::RenderStreams(u32 streamflags)
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// glDrawRangeElements(GL_TRIANGLES,0,mdldef->GetNumVertices(),numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
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glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
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if(streamflags & STREAM_UV0)
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m_Model->GetMaterial().Unbind();
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if(streamflags & STREAM_UV0 & !isplayer)
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m_Model->GetMaterial().Unbind();
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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@ -330,7 +337,7 @@ void CModelRData::RenderModels(u32 streamflags,u32 flags)
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// TODO: If not doing player-colours, only bind this to
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// the first texture unit
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g_Renderer.BindTexture(0,tex_id(batch->m_Texture));
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g_Renderer.BindTexture(1,tex_id(batch->m_Texture));
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//g_Renderer.BindTexture(1,tex_id(batch->m_Texture));
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}
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for (uint j=0;j<batch->m_IndexData.size();j++) {
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glDrawElements(GL_TRIANGLES,(GLsizei)batch->m_IndexData[j].first,GL_UNSIGNED_SHORT,batch->m_IndexData[j].second);
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@ -370,6 +377,9 @@ void CModelRData::Submit(CModel* model)
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// add this mode to the transparency renderer for later processing - calculate
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// transform matrix
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g_TransparencyRenderer.Add(model);
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} else if (data->GetFlags() & MODELRDATA_FLAG_PLAYERCOLOR) {
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// add this model to the player renderer
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g_PlayerRenderer.Add(model);
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} else {
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// add to regular model list
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m_Models.push_back(model);
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@ -7,6 +7,7 @@
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#include "RenderableObject.h"
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#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
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#define MODELRDATA_FLAG_PLAYERCOLOR (1<<1)
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class CModel;
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@ -17,7 +18,7 @@ public:
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~CModelRData();
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void Update();
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void RenderStreams(u32 streamflags);
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void RenderStreams(u32 streamflags, bool isplayer = false);
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// return render flags for this model
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u32 GetFlags() const { return m_Flags; }
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241
source/renderer/PlayerRenderer.cpp
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241
source/renderer/PlayerRenderer.cpp
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@ -0,0 +1,241 @@
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/***************************************************************************************
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AUTHOR: John M. Mena
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EMAIL: JohnMMena@hotmail.com
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FILE: CConsole.h
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CREATED: 1/23/05
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COMPLETED: NULL
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DESCRIPTION: Handles rendering all of the player objects.
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The structure was inherited from Rich Cross' Transparency Renderer.
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****************************************************************************************/
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#include "precompiled.h"
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#include <algorithm>
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#include "Renderer.h"
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#include "PlayerRenderer.h"
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#include "Model.h"
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#include "Game.h"
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CPlayerRenderer g_PlayerRenderer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
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struct SortObjectsByDist {
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typedef CPlayerRenderer::SObject SortObj;
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bool operator()(const SortObj& lhs,const SortObj& rhs) {
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return lhs.m_Dist>rhs.m_Dist? true : false;
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}
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render: render all deferred passes; call Sort before using to ensure passes
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// are drawn in correct order
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void CPlayerRenderer::Render()
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{
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if (m_Objects.size()==0) return;
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// switch on wireframe if we need it
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}
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// set up texture environment for base pass - modulate texture and primary color
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Set the proper LOD bias
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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// Render two passes: first, render the unit as normal. Second,
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// render it again but modulated with the player-colour, using
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// the alpha channel as a mask.
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//
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// Assume the alpha channel is 1-bit, so there's no need for blending.
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//
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// This probably ought to be done in a single pass on hardware that
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// supports register combiners / fragment programs / etc.
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glDisable(GL_ALPHA_TEST);
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// Render first pass
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RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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// Set up second pass: first texture unit carries on doing texture*lighting,
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// but passes alpha through inverted; the second texture unit modulates
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// with the player colour.
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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// t1 = t0 * playercolor
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Continue passing through alpha from texture
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// Only render high-alpha parts
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER,0.5f);
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// Render second pass
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RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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// Restore states
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glActiveTexture(GL_TEXTURE0);
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// switch off client states
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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// switch wireframe off again
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
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// edged faces: need to make a second pass over the data:
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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// setup some renderstate ..
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glDepthMask(0);
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g_Renderer.SetTexture(0,0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// .. and some client states
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glEnableClientState(GL_VERTEX_ARRAY);
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// render each model
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RenderObjectsStreams(STREAM_POS);
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// .. and switch off the client states
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glDisableClientState(GL_VERTEX_ARRAY);
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// .. and restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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}
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void CPlayerRenderer::Clear()
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{
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// all transparent objects rendered; release them
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m_Objects.clear();
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}
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void CPlayerRenderer::Add(CModel* model)
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{
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// resize array, get last object in list
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m_Objects.resize(m_Objects.size()+1);
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SObject& obj=m_Objects.back();
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obj.m_Model=model;
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// build transform from object to camera space
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CMatrix3D objToCam,invcam;
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g_Renderer.m_Camera.m_Orientation.GetInverse(objToCam);
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objToCam*=model->GetTransform();
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// resort model indices from back to front, according to camera position - and store
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// the returned sqrd distance to the centre of the nearest triangle
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CModelRData* modeldata=(CModelRData*) model->GetRenderData();
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obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
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}
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//TODO: Correctly implement shadows for the players
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//void CPlayerRenderer::RenderShadows()
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//{
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// if (m_Objects.size()==0) return;
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//
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// // switch on client states
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// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//
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// glDepthMask(0);
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//
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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//
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// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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// glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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// glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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// glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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// glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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// glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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// glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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//
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// // Set the proper LOD bias
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// glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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//
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// RenderObjectsStreams(STREAM_POS|STREAM_UV0,MODELFLAG_CASTSHADOWS);
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//
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// glDepthMask(1);
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// glDisable(GL_BLEND);
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//
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// // switch off client states
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// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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//}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// RenderObjectsStreams: render given streams on all objects
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void CPlayerRenderer::RenderObjectsStreams(u32 streamflags,u32 mflags)
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{
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for (uint i=0;i<m_Objects.size();++i) {
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if (!mflags || (m_Objects[i].m_Model->GetFlags() & mflags)) {
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CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
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// Get the models player ID
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const PS_uint playerid = m_Objects[i].m_Model->GetPlayerID();
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// Get the player color
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const SPlayerColour& colour = g_Game->GetPlayer( playerid )->GetColour();
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float color[] = { colour.r, colour.g, colour.b, colour.a };
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// Set the texture environment color the player color
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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// Render the model
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modeldata->RenderStreams(streamflags, true);
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}
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}
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}
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48
source/renderer/PlayerRenderer.h
Normal file
48
source/renderer/PlayerRenderer.h
Normal file
@ -0,0 +1,48 @@
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/***************************************************************************************
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AUTHOR: John M. Mena
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EMAIL: JohnMMena@hotmail.com
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FILE: CConsole.h
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CREATED: 1/23/05
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COMPLETED: NULL
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DESCRIPTION: Handles rendering all of the player objects.
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The structure was inherited from Rich Cross' Transparency Renderer.
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****************************************************************************************/
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#ifndef __PLAYERRENDERER_H
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#define __PLAYERRENDERER_H
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#include <vector>
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class CModel;
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class CPlayerRenderer
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{
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public:
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struct SObject {
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// the transparent model
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CModel* m_Model;
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// sqrd distance from camera to centre of nearest triangle
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float m_Dist;
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};
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public:
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// add object to render in deferred transparency pass
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void Add(CModel* model);
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// render all deferred objects
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void Render();
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// render shadows from all deferred objects
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void RenderShadows();
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// empty object list
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void Clear();
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private:
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// render given streams on all objects
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void RenderObjectsStreams(u32 streamflags,u32 mflags=0);
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// list of transparent objects to render
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std::vector<SObject> m_Objects;
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};
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extern CPlayerRenderer g_PlayerRenderer;
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#endif
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@ -19,6 +19,7 @@
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#include <algorithm>
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#include "Renderer.h"
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#include "TransparencyRenderer.h"
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#include "PlayerRenderer.h"
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#include "Terrain.h"
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#include "Matrix3D.h"
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#include "Camera.h"
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@ -798,109 +799,27 @@ void CRenderer::RenderModelSubmissions()
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// Set the proper LOD bias
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, m_Options.m_LodBias);
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// TODO: do this properly
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const bool playercolor=true;
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// pass one through as alpha; transparent textures handled specially by CTransparencyRenderer
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// (gl_constant means the colour comes from the gl_texture_env_color)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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if (! playercolor)
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{
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float color[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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// pass one through as alpha; transparent textures handled specially by CTransparencyRenderer
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// (gl_constant means the colour comes from the gl_texture_env_color)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// setup client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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float color[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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// render models
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CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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// setup client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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// render models
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CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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// switch off client states
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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else
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{
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// Render two passes: first, render the unit as normal. Second,
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// render it again but modulated with the player-colour, using
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// the alpha channel as a mask.
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//
|
||||
// Assume the alpha channel is 1-bit, so there's no need for blending.
|
||||
//
|
||||
// This probably ought to be done in a single pass on hardware that
|
||||
// supports register combiners / fragment programs / etc.
|
||||
|
||||
float color[] = { 1.0, 0.0, 0.0, 1.0 };
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
// Render first pass
|
||||
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
|
||||
|
||||
// Set up second pass: first texture unit carries on doing texture*lighting,
|
||||
// but passes alpha through inverted; the second texture unit modulates
|
||||
// with the player colour.
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// t1 = t0 * playercolor
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
|
||||
|
||||
// Continue passing through alpha from texture
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
||||
|
||||
// Only render high-alpha parts
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER,0.5f);
|
||||
|
||||
// Render second pass
|
||||
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
|
||||
|
||||
// Restore states
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// switch off client states
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
// switch off client states
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
void CRenderer::RenderModels()
|
||||
@ -990,6 +909,10 @@ void CRenderer::FlushFrame()
|
||||
RenderPatches();
|
||||
oglCheck();
|
||||
|
||||
MICROLOG(L"render player models");
|
||||
g_PlayerRenderer.Render();
|
||||
oglCheck();
|
||||
|
||||
MICROLOG(L"render models");
|
||||
RenderModels();
|
||||
oglCheck();
|
||||
@ -1009,6 +932,7 @@ void CRenderer::FlushFrame()
|
||||
// empty lists
|
||||
MICROLOG(L"empty lists");
|
||||
g_TransparencyRenderer.Clear();
|
||||
g_PlayerRenderer.Clear();
|
||||
CPatchRData::ClearSubmissions();
|
||||
CModelRData::ClearSubmissions();
|
||||
}
|
||||
|
@ -221,6 +221,7 @@ protected:
|
||||
friend class CPatchRData;
|
||||
friend class CModelRData;
|
||||
friend class CTransparencyRenderer;
|
||||
friend class CPlayerRenderer;
|
||||
|
||||
// update renderdata of everything submitted
|
||||
void UpdateSubmittedObjectData();
|
||||
|
@ -154,7 +154,7 @@ public:
|
||||
void SetPlayer(CPlayer *pPlayer);
|
||||
|
||||
// Retrieve the player associated with this entity
|
||||
inline CPlayer* GetPlayer() { return m_player; }
|
||||
CPlayer* GetPlayer() { return m_player; }
|
||||
|
||||
// Process damage
|
||||
void Damage( CDamageType& damage, CEntity* inflictor = NULL );
|
||||
|
Loading…
Reference in New Issue
Block a user