#ifndef FX_EXPORT_H_INC #define FX_EXPORT_H_INC int FX_RegisterEffect(const char *file); void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad ); // builds arbitrary perp. right vector, does a cross product to define up void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad, qboolean isPortal = qfalse ); // builds arbitrary perp. right vector, does a cross product to define up void FX_PlayEntityEffectID( int id, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad ); void FX_PlayBoltedEffectID( int id, vec3_t org, const int boltInfo, int iGhoul2, int iLooptime, qboolean isRelative ); void FX_AddScheduledEffects( qboolean portal ); void FX_Draw2DEffects ( float screenXScale, float screenYScale ); int FX_InitSystem( refdef_t* refdef ); // called in CG_Init to purge the fx system. void FX_SetRefDefFromCGame( refdef_t* refdef ); qboolean FX_FreeSystem( void ); // ditches all active effects; void FX_AdjustTime( int time ); #endif // FX_EXPORT_H_INC