/* temp_entities.h Temporary entity management Copyright (C) 2021 Bill Currie Author: Bill Currie Date: 2021/3/10 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 */ #ifndef __client_temp_entities_h #define __client_temp_entities_h #include "QF/simd/vec4f.h" typedef enum TE_Effect { TE_NoEffect, // for invalid nq/qw -> qf mapping TE_Beam, // grappling hook beam TE_Blood, // bullet hitting body TE_Explosion, // rocket explosion TE_Explosion2, // color mapped explosion TE_Explosion3, // Nehahra colored light explosion TE_Gunshot1, // NQ gunshot (20 particles) TE_Gunshot2, // QW gunshot (has particle count) TE_KnightSpike, // spike hitting wall TE_LavaSplash, TE_Lightning1, // lightning bolts TE_Lightning2, // lightning bolts TE_Lightning3, // lightning bolts TE_Lightning4, // Nehahra lightning TE_LightningBlood, // lightning hitting body TE_Spike, // spike hitting wall TE_SuperSpike, // super spike hitting wall TE_TarExplosion, // tarbaby explosion TE_Teleport, TE_WizSpike, // spike hitting wall } TE_Effect; typedef enum TE_nqEffect { TE_nqSpike, TE_nqSuperSpike, TE_nqGunshot, TE_nqExplosion, TE_nqTarExplosion, TE_nqLightning1, TE_nqLightning2, TE_nqWizSpike, TE_nqKnightSpike, TE_nqLightning3, TE_nqLavaSplash, TE_nqTeleport, TE_nqExplosion2, TE_nqBeam, TE_nqExplosion3 = 16, TE_nqLightning4, } TE_nqEffect; typedef enum TE_qwEffect { TE_qwSpike, TE_qwSuperSpike, TE_qwGunshot, TE_qwExplosion, TE_qwTarExplosion, TE_qwLightning1, TE_qwLightning2, TE_qwWizSpike, TE_qwKnightSpike, TE_qwLightning3, TE_qwLavaSplash, TE_qwTeleport, TE_qwBlood, TE_qwLightningBlood, TE_qwExplosion2 = 16, TE_qwBeam, } TE_qwEffect; //FIXME find a better way to get this info from the parser typedef struct TEntContext_s { vec4f_t simorg; int playerEntity; } TEntContext_t; struct msg_s; struct entity_s; void CL_TEnts_Init (void); void CL_Init_Entity (struct entity_s *ent); void CL_ClearTEnts (void); void CL_UpdateTEnts (double time, TEntContext_t *ctx); void CL_ParseTEnt_nq (struct msg_s *net_message, double time, TEntContext_t *ctx); void CL_ParseTEnt_qw (struct msg_s *net_message, double time, TEntContext_t *ctx); void CL_ParseParticleEffect (struct msg_s *net_message); void CL_ClearProjectiles (void); void CL_ParseProjectiles (struct msg_s *net_message, qboolean nail2, TEntContext_t *ctx); #endif//__client_temp_entities_h