//
// fx_*.c
//

// NOTENOTE This is not the best, DO NOT CHANGE THESE!
#define	FX_ALPHA_LINEAR		0x00000001
#define	FX_SIZE_LINEAR		0x00000100



// Bryar
void FX_BryarProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BryarAltProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BryarHitWall( vec3_t origin, vec3_t normal );
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

// Blaster
void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

// Disruptor
void FX_DisruptorMainShot( vec3_t start, vec3_t end );
void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge );
void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
void FX_DisruptorAltHit( vec3_t origin, vec3_t normal );
void FX_DisruptorHitWall( vec3_t origin, vec3_t normal );
void FX_DisruptorHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

// Bowcaster
void FX_BowcasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BowcasterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

// Heavy Repeater
void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

// DEMP2
void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DEMP2_AltDetonate( vec3_t org, float size );

// Golan Arms Flechette
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );

// Personal Rocket Launcher
void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RocketHitWall( vec3_t origin, vec3_t normal );
void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
