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https://git.code.sf.net/p/quake/quakeforge
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7294a77356
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.
58 lines
1.6 KiB
C
58 lines
1.6 KiB
C
/*
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effects.h
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Effect management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/3/11
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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 __client_effects_h
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#define __client_effects_h
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#include "QF/simd/types.h"
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#include "QF/ecs/component.h"
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enum {
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effect_light, // light entity id
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effect_muzzleflash, // light entity id
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effect_comp_count,
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};
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extern const component_t effect_components[effect_comp_count];
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extern struct ecs_system_s effect_system;
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struct entity_s;
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struct entity_state_s;
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void CL_NewDlight (struct entity_s ent, vec4f_t org, int effects,
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byte glow_size, byte glow_color, double time);
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void CL_ModelEffects (struct entity_s ent, int glow_color,
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double time);
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void CL_EntityEffects (struct entity_s ent, struct entity_state_s *state,
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double time);
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void CL_MuzzleFlash (struct entity_s ent, vec4f_t position, vec4f_t fv,
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float zoffset, double time);
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#endif//__client_effects_h
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