What the player sees, gathered from the game each tick for ElixirQuake.Render:
:map,:time:camera—%{origin:, angles:}, the eye with bob, kick and death roll worked in:entities— each drawn thing in a leaf the eye can see, as%{model:, frame:, skin:, origin:, angles:, effects:, entity:};:statics, the scenery made static, likewise:weapon— the held weapon,%{model:, frame:}, ornil:beams,:particles:styles— the scale of each of the 64 light styles now, 256 normal:stats— asElixirQuake.StatusBar.draw/2takes, with:pain_until:washes,:notify,:center,:intermission,:finale,:tally,:over
Summary
Functions
World units per sound placement unit.
The view of state, an ElixirQuake.Game state.
The effect flags of entity's model: trails and spinning.
Functions
@spec audio_scale() :: float()
World units per sound placement unit.
The view of state, an ElixirQuake.Game state.
@spec model_flags(QuakeServer.Server.t(), non_neg_integer()) :: integer()
The effect flags of entity's model: trails and spinning.