mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 04:11:57 +00:00
23 lines
1 KiB
C
23 lines
1 KiB
C
#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
|