jedi-academy/codemp/client/FxUtil.h

116 lines
5.2 KiB
C
Raw Normal View History

2013-04-19 02:52:48 +00:00
#if !defined(FX_PRIMITIVES_H_INC)
#include "FxPrimitives.h"
#endif
#ifndef FX_UTIL_H_INC
#define FX_UTIL_H_INC
bool FX_Free( bool templates ); // ditches all active effects;
int FX_Init( refdef_t* refdef ); // called in CG_Init to purge the fx system.
void FX_SetRefDef(refdef_t *refdef);
void FX_Add( bool portal ); // called every cgame frame to add all fx into the scene.
void FX_Stop( void ); // ditches all active effects without touching the templates.
CParticle *FX_AddParticle( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
float rotation, float rotationDelta,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CLine *FX_AddLine( vec3_t start, vec3_t end,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CElectricity *FX_AddElectricity( vec3_t start, vec3_t end, float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
float chaos, int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CTail *FX_AddTail( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float length1, float length2, float lengthParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CCylinder *FX_AddCylinder( vec3_t start, vec3_t normal,
float size1s, float size1e, float size1Parm,
float size2s, float size2e, float size2Parm,
float length1, float length2, float lengthParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1,
qboolean traceEnd = qfalse);
CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t angs, vec3_t deltaAngs,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID, int emitterID,
float density, float variance,
int killTime, qhandle_t model, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CLight *FX_AddLight( vec3_t org, float size1, float size2, float sizeParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
COrientedParticle *FX_AddOrientedParticle( vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
float rotation, float rotationDelta,
vec3_t min, vec3_t max, float bounce,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
int iGhoul2=0, int entNum=-1, int modelNum=-1, int boltNum=-1);
CPoly *FX_AddPoly( vec3_t *verts, vec2_t *st, int numVerts,
vec3_t vel, vec3_t accel,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t rotationDelta, float bounce, int motionDelay,
int killTime, qhandle_t shader, int flags );
CFlash *FX_AddFlash( vec3_t origin,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
int killTime, qhandle_t shader, int flags = 0,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1);
CBezier *FX_AddBezier( vec3_t start, vec3_t end,
vec3_t control1, vec3_t control1Vel,
vec3_t control2, vec3_t control2Vel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
int killTime, qhandle_t shader, int flags = 0 );
2013-04-04 22:35:38 +00:00
#endif //FX_UTIL_H_INC