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( void ); // ditches all active effects;
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int FX_Init( void ); // called in CG_Init to purge the fx system.
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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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bool FX_ActiveFx(void); // returns whether there are any active or scheduled effects
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CParticle *FX_AddParticle( int clientID, const vec3_t org, const vec3_t vel, const vec3_t accel, float gravity,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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const vec3_t rgb1, const vec3_t rgb2, float rgbParm,
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float rotation, float rotationDelta,
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const vec3_t min, const vec3_t max, float elasticity,
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int deathID, int impactID,
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int killTime, qhandle_t shader, int flags, int modelNum = -1, int boltNum = -1 );
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CLine *FX_AddLine( int clientID, 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 impactFX_id, int flags, int modelNum = -1, int boltNum = -1 );
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CElectricity *FX_AddElectricity( int clientID, 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, int modelNum = -1, int boltNum = -1 );
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CTail *FX_AddTail( int clientID, 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, int modelNum = -1, int boltNum = -1 );
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CCylinder *FX_AddCylinder( int clientID, 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, int modelNum = -1, int boltNum = -1 );
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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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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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COrientedParticle *FX_AddOrientedParticle( int clientID, 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, 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, vec3_t sRGB, vec3_t eRGB, float rgbParm,
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int life, qhandle_t shader, int flags );
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// Included for backwards compatibility with CHC and for doing quick programmatic effects.
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void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
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float scale, float dscale,
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float sAlpha, float eAlpha,
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float rotation, float bounce,
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int life, qhandle_t shader, int flags = 0 );
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void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel,
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float scale, float dscale,
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float sAlpha, float eAlpha,
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vec3_t sRGB, vec3_t eRGB,
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float rotation, float bounce,
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int life, qhandle_t shader, int flags = 0 );
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void FX_AddLine( vec3_t start, vec3_t end, float stScale,
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float width, float dwidth,
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float sAlpha, float eAlpha,
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int life, qhandle_t shader, int flags = 0 );
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void FX_AddLine( vec3_t start, vec3_t end, float stScale,
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float width, float dwidth,
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float sAlpha, float eAlpha,
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vec3_t sRGB, vec3_t eRGB,
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int life, qhandle_t shader, int flags = 0 );
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void FX_AddQuad( vec3_t origin, vec3_t normal,
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vec3_t vel, vec3_t accel,
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float sradius, float eradius,
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float salpha, float ealpha,
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vec3_t sRGB, vec3_t eRGB,
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float rotation, int life, qhandle_t shader, int flags = 0 );
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CBezier *FX_AddBezier( const vec3_t start, const vec3_t end,
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const vec3_t control1, const vec3_t control1Vel,
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const vec3_t control2, const 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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const vec3_t sRGB, const vec3_t eRGB, const 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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