2013-04-19 02:52:48 +00:00
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#if !defined(CG_LOCAL_H_INC)
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#include "cg_local.h"
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#endif
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#ifndef FX_SYSTEM_H_INC
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#define FX_SYSTEM_H_INC
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#define irand Q_irand
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#define flrand Q_flrand
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extern vmCvar_t fx_debug;
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extern vmCvar_t fx_freeze;
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inline void Vector2Clear(vec2_t a)
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{
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a[0] = 0.0f;
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a[1] = 0.0f;
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}
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inline void Vector2Set(vec2_t a,float b,float c)
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{
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a[0] = b;
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a[1] = c;
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}
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inline void Vector2Copy(vec2_t src,vec2_t dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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}
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extern void CG_CalcEntityLerpPositions( centity_t * );
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struct SFxHelper
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{
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int mTime;
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int mFrameTime;
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float mFloatFrameTime;
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void Init();
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void AdjustTime( int time );
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// These functions are wrapped and used by the fx system in case it makes things a bit more portable
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void Print( const char *msg, ... );
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// File handling
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int OpenFile( const char *path, fileHandle_t *fh, int mode );
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int ReadFile( void *data, int len, fileHandle_t fh );
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void CloseFile( fileHandle_t fh );
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// Sound
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void PlaySound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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void PlayLocalSound( sfxHandle_t sfx, int channelNum );
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int RegisterSound( const char *sound );
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#ifdef _IMMERSION
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void PlayForce( int entityNum, ffHandle_t ff );
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ffHandle_t RegisterForce( const char *force, int channel );
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#endif // _IMMERSION
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//G2
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int GetOriginAxisFromBolt(const centity_t ¢, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/*axis);
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// Physics/collision
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void Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags );
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void G2Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags );
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void AddFxToScene( refEntity_t *ent );
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void AddLightToScene( vec3_t org, float radius, float red, float green, float blue );
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int RegisterShader( const char *shader );
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int RegisterModel( const char *model );
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void AddPolyToScene( int shader, int count, polyVert_t *verts );
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void CameraShake( vec3_t origin, float intensity, int radius, int time );
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};
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extern SFxHelper theFxHelper;
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#endif // FX_SYSTEM_H_INC
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