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