jedi-academy/code/cgame/FxUtil.h

130 lines
5.5 KiB
C

#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