Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
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/*
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FILE pazstore.h
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declarations of functions in PAZstore.c
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Phil Atkin
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(c) Division Ltd. 1991
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*/
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#ifdef pazstore_h
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#else
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#define pazstore_h
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#include <setjmp.h>
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extern void checkNull ( void *p, char *s );
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extern void bound_patch ( PATCH *p );
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extern void bound_spatch ( PATCH *p );
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extern void _InitLight ( LIGHTSOURCE *l );
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extern void _InitVertex ( VERTEX *v );
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extern void _InitVstrip ( VSTRIP *v );
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extern void _InitPatch ( PATCH *p );
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extern void _InitObject ( OBJECT *p );
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extern void _InitView ( VIEW *p );
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extern void _InitInstance ( INSTANCE *p );
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extern void _InitScene ( SCENE *p );
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extern void _BoundObject ( OBJECT *p );
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extern void reboundObject ( OBJECT *p );
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extern void _LinkVertices ( VERTEX *start, int vertices );
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extern PAZlist *findPAZitem ( void *item, PAZlist **head, PAZlist **tail );
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extern void addPAZitem ( void *item, PAZlist **head, PAZlist **tail );
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extern void *removePAZitem ( PAZlist *p, PAZlist **head, PAZlist **tail );
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extern VIEW *left, *right;
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extern VERTEX *render_strip;
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extern int output_device;
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extern int raster, flip;
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extern int link_A, link_B;
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extern OBJLIST sceneGeometry;
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#endif
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