quakeforge/include/client/effects.h
Bill Currie 7294a77356 [client] Put dynamic lights on separate entities
Dynamic lights can't go directly on visible entities as one or the other
will fail to be queued. In addition, the number of lights on an entity
needs to be limited. For now, one general purpose light for various
effects (eg, quad damage etc) and one for the muzzle flash.
2023-08-05 01:42:15 +09:00

58 lines
1.6 KiB
C

/*
effects.h
Effect management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/3/11
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_effects_h
#define __client_effects_h
#include "QF/simd/types.h"
#include "QF/ecs/component.h"
enum {
effect_light, // light entity id
effect_muzzleflash, // light entity id
effect_comp_count,
};
extern const component_t effect_components[effect_comp_count];
extern struct ecs_system_s effect_system;
struct entity_s;
struct entity_state_s;
void CL_NewDlight (struct entity_s ent, vec4f_t org, int effects,
byte glow_size, byte glow_color, double time);
void CL_ModelEffects (struct entity_s ent, int glow_color,
double time);
void CL_EntityEffects (struct entity_s ent, struct entity_state_s *state,
double time);
void CL_MuzzleFlash (struct entity_s ent, vec4f_t position, vec4f_t fv,
float zoffset, double time);
#endif//__client_effects_h