quakeforge/include/r_dynamic.h

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/*
render.h
public interface to refresh functions
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef _R_DYNAMIC_H
#define _R_DYNAMIC_H
#include "QF/mathlib.h"
typedef enum {
PE_UNKNOWN,
PE_GUNSHOT,
PE_BLOOD,
PE_LIGHTNINGBLOOD,
PE_SPIKE,
PE_SUPERSPIKE,
PE_KNIGHTSPIKE,
PE_WIZSPIKE,
} particle_effect_t;
void R_ParseParticleEffect (void);
struct entity_s;
void R_RocketTrail (int type, struct entity_s *ent);
void R_RunParticleEffect (vec3_t org, int color, int count);
void R_RunPuffEffect (vec3_t org, particle_effect_t type, byte count);
void R_RunSpikeEffect (vec3_t org, particle_effect_t type);
#ifdef QUAKE2
void R_DarkFieldParticles (struct entity_s *ent);
#endif
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void R_EntityParticles (struct entity_s *ent);
void R_BlobExplosion (vec3_t org);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);
void R_PushDlights (vec3_t entorigin);
void R_InitParticles (void);
void R_ClearParticles (void);
void R_DrawParticles (void);
#define MAX_FIRES 128 // rocket flames
typedef struct {
int key; // allows reusability
vec3_t origin, owner;
float size;
float die, decay; // duration settings
float minlight; // lighting threshold
float color[3]; // RGB
} fire_t;
extern fire_t r_fires[];
void R_AddFire (vec3_t start, vec3_t end, struct entity_s *ent);
void R_DrawFire (fire_t *f);
void R_UpdateFires (void);
fire_t *R_AllocFire (int key);
void R_ClearFires (void);
#endif // _R_DYNAMIC_H