#if !defined(FX_PRIMITIVES_H_INC) #include "FxPrimitives.h" #endif #ifndef FX_UTIL_H_INC #define FX_UTIL_H_INC bool FX_Free( void ); // ditches all active effects; int FX_Init( void ); // called in CG_Init to purge the fx system. 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. bool FX_ActiveFx(void); // returns whether there are any active or scheduled effects CParticle *FX_AddParticle( int clientID, const vec3_t org, const vec3_t vel, const vec3_t accel, float gravity, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, const vec3_t rgb1, const vec3_t rgb2, float rgbParm, float rotation, float rotationDelta, const vec3_t min, const vec3_t max, float elasticity, int deathID, int impactID, int killTime, qhandle_t shader, int flags, int modelNum = -1, int boltNum = -1 ); CLine *FX_AddLine( int clientID, 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 impactFX_id, int flags, int modelNum = -1, int boltNum = -1 ); CElectricity *FX_AddElectricity( int clientID, 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, int modelNum = -1, int boltNum = -1 ); CTail *FX_AddTail( int clientID, 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, int modelNum = -1, int boltNum = -1 ); CCylinder *FX_AddCylinder( int clientID, 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, int modelNum = -1, int boltNum = -1 ); 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 ); CLight *FX_AddLight( vec3_t org, float size1, float size2, float sizeParm, vec3_t rgb1, vec3_t rgb2, float rgbParm, int killTime, int flags ); COrientedParticle *FX_AddOrientedParticle( int clientID, 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, 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, vec3_t sRGB, vec3_t eRGB, float rgbParm, int life, qhandle_t shader, int flags ); // Included for backwards compatibility with CHC and for doing quick programmatic effects. void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel, float scale, float dscale, float sAlpha, float eAlpha, float rotation, float bounce, int life, qhandle_t shader, int flags = 0 ); void FX_AddSprite( vec3_t origin, vec3_t vel, vec3_t accel, float scale, float dscale, float sAlpha, float eAlpha, vec3_t sRGB, vec3_t eRGB, float rotation, float bounce, int life, qhandle_t shader, int flags = 0 ); void FX_AddLine( vec3_t start, vec3_t end, float stScale, float width, float dwidth, float sAlpha, float eAlpha, int life, qhandle_t shader, int flags = 0 ); void FX_AddLine( vec3_t start, vec3_t end, float stScale, float width, float dwidth, float sAlpha, float eAlpha, vec3_t sRGB, vec3_t eRGB, int life, qhandle_t shader, int flags = 0 ); void FX_AddQuad( vec3_t origin, vec3_t normal, vec3_t vel, vec3_t accel, float sradius, float eradius, float salpha, float ealpha, vec3_t sRGB, vec3_t eRGB, float rotation, int life, qhandle_t shader, int flags = 0 ); CBezier *FX_AddBezier( const vec3_t start, const vec3_t end, const vec3_t control1, const vec3_t control1Vel, const vec3_t control2, const vec3_t control2Vel, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, const vec3_t sRGB, const vec3_t eRGB, const float rgbParm, int killTime, qhandle_t shader, int flags = 0 ); #endif //FX_UTIL_H_INC