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authorSteven Fuller <relnev@icculus.org>2002-01-09 23:07:34 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:37 +0200
commit08545b98c621ca2303108db79154046f360451eb (patch)
tree9ee7ddc53dcab94f35d962787b7ab7c2dd295041 /src/kshape.h
parent6fc3502f4b14932dc607c6bafcdc2d0ada30ba94 (diff)
Cleanups (Tim Beckmann)
Diffstat (limited to 'src/kshape.h')
-rw-r--r--src/kshape.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/kshape.h b/src/kshape.h
index 6bd1f60..a3434ef 100644
--- a/src/kshape.h
+++ b/src/kshape.h
@@ -110,6 +110,8 @@ void OutputTranslucentPolyList(void);
void RenderLightFlare(VECTORCH *positionPtr, unsigned int colour);
extern void RenderFlechetteParticle(PARTICLE *particlePtr);
void RenderExplosionSurface(VOLUMETRIC_EXPLOSION *explosionPtr);
+void ClearTranslucentPolyList(void);
+void AddHierarchicalShape(DISPLAYBLOCK *dptr, VIEWDESCRIPTORBLOCK *VDB_Ptr);
/* KJL 10:25:44 7/23/97 - this offset is used to push back the normal game gfx,
so that the HUD can be drawn over the top without sinking into walls, etc. */