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https://git.code.sf.net/p/quake/quakeforge
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They're not quite working (trail path offset is incorrect) but their pixels are getting to the screen. Also, lifetimes are off for rocket trails in that as soon as the entity dies, so does the trail.
58 lines
1.3 KiB
C
58 lines
1.3 KiB
C
/*
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render.h
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public interface to refresh functions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef _R_DYNAMIC_H
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#define _R_DYNAMIC_H
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#include "QF/mathlib.h"
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#include "d_iface.h"
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typedef enum {
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PE_UNKNOWN,
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PE_GUNSHOT,
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PE_BLOOD,
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PE_LIGHTNINGBLOOD,
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PE_SPIKE,
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PE_SUPERSPIKE,
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PE_KNIGHTSPIKE,
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PE_WIZSPIKE,
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} particle_effect_t;
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struct entity_s;
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void R_Trails_Init (void);
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void R_Trails_Init_Cvars (void);
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void R_ClearTrails (void);
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void R_RunTrails (float dT);
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void R_RunParticles (float dT);
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void R_Particles_Init_Cvars (void);
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void R_ClearParticles (void);
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void R_InitSprites (void);
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#endif // _R_DYNAMIC_H
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