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https://github.com/ioquake/jedi-academy.git
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105 lines
2.2 KiB
C++
105 lines
2.2 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "client.h"
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#include "FxScheduler.h"
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//#define __FXCHECKER
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#ifdef __FXCHECKER
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#include <float.h>
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#endif // __FXCHECKER
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int FX_RegisterEffect(const char *file)
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{
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return theFxScheduler.RegisterEffect(file, true);
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}
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void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad )
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{
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#ifdef __FXCHECKER
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if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
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{
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assert(0);
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}
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if (_isnan(fwd[0]) || _isnan(fwd[1]) || _isnan(fwd[2]))
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{
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assert(0);
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}
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if (fabs(fwd[0]) < 0.1 && fabs(fwd[1]) < 0.1 && fabs(fwd[2]) < 0.1)
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{
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assert(0);
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}
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#endif // __FXCHECKER
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theFxScheduler.PlayEffect(file, org, fwd, vol, rad);
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}
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void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad, qboolean isPortal )
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{
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#ifdef __FXCHECKER
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if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
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{
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assert(0);
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}
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if (_isnan(fwd[0]) || _isnan(fwd[1]) || _isnan(fwd[2]))
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{
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assert(0);
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}
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if (fabs(fwd[0]) < 0.1 && fabs(fwd[1]) < 0.1 && fabs(fwd[2]) < 0.1)
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{
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assert(0);
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}
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#endif // __FXCHECKER
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theFxScheduler.PlayEffect(id, org, fwd, vol, rad, !!isPortal );
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}
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void FX_PlayBoltedEffectID( int id, vec3_t org,
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const int boltInfo, int iGhoul2, int iLooptime, qboolean isRelative )
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{
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theFxScheduler.PlayEffect(id, org, 0, boltInfo, iGhoul2, -1, -1, -1, qfalse, iLooptime, !!isRelative );
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}
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void FX_PlayEntityEffectID( int id, vec3_t org,
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vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad )
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{
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#ifdef __FXCHECKER
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if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
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{
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assert(0);
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}
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#endif // __FXCHECKER
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theFxScheduler.PlayEffect(id, org, axis, boltInfo, NULL, -1, vol, rad );
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}
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void FX_AddScheduledEffects( qboolean portal )
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{
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theFxScheduler.AddScheduledEffects(!!portal);
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}
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void FX_Draw2DEffects( float screenXScale, float screenYScale )
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{
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theFxScheduler.Draw2DEffects( screenXScale, screenYScale );
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}
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int FX_InitSystem( refdef_t* refdef )
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{
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return FX_Init( refdef );
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}
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void FX_SetRefDefFromCGame( refdef_t* refdef )
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{
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FX_SetRefDef( refdef );
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}
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qboolean FX_FreeSystem( void )
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{
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return (qboolean)FX_Free( true );
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}
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void FX_AdjustTime( int time )
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{
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theFxHelper.AdjustTime(time);
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}
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