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https://github.com/blendogames/quadrilateralcowboy.git
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113 lines
3 KiB
C++
113 lines
3 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DECLFX_H__
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#define __DECLFX_H__
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/*
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===============================================================================
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idDeclFX
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===============================================================================
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*/
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enum {
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FX_LIGHT,
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FX_PARTICLE,
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FX_DECAL,
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FX_MODEL,
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FX_SOUND,
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FX_SHAKE,
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FX_ATTACHLIGHT,
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FX_ATTACHENTITY,
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FX_LAUNCH,
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FX_SHOCKWAVE
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};
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//
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// single fx structure
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//
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typedef struct {
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int type;
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int sibling;
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idStr data;
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idStr name;
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idStr fire;
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float delay;
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float duration;
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float restart;
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float size;
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float fadeInTime;
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float fadeOutTime;
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float shakeTime;
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float shakeAmplitude;
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float shakeDistance;
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float shakeImpulse;
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float lightRadius;
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float rotate;
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float random1;
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float random2;
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idVec3 lightColor;
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idVec3 offset;
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idMat3 axis;
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bool soundStarted;
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bool shakeStarted;
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bool shakeFalloff;
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bool shakeIgnoreMaster;
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bool bindParticles;
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bool explicitAxis;
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bool noshadows;
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bool particleTrackVelocity;
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bool trackOrigin;
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} idFXSingleAction;
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//
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// grouped fx structures
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//
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class idDeclFX : public idDecl {
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public:
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virtual size_t Size( void ) const;
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virtual const char * DefaultDefinition( void ) const;
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virtual bool Parse( const char *text, const int textLength );
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virtual void FreeData( void );
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virtual void Print( void ) const;
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virtual void List( void ) const;
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idList<idFXSingleAction>events;
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idStr joint;
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private:
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void ParseSingleFXAction( idLexer &src, idFXSingleAction& FXAction );
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};
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#endif /* !__DECLFX_H__ */
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