#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 ); #endif //FX_UTIL_H_INC