jediacademy/codemp/client/FXExport.h

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2013-04-04 22:35:38 +00:00
#ifndef FX_EXPORT_H_INC
#define FX_EXPORT_H_INC
int FX_RegisterEffect(const char *file);
void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad ); // builds arbitrary perp. right vector, does a cross product to define up
void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad, qboolean isPortal = qfalse ); // builds arbitrary perp. right vector, does a cross product to define up
void FX_PlayEntityEffectID( int id, vec3_t org,
vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad );
void FX_PlayBoltedEffectID( int id, vec3_t org,
const int boltInfo, int iGhoul2, int iLooptime, qboolean isRelative );
void FX_AddScheduledEffects( qboolean portal );
void FX_Draw2DEffects ( float screenXScale, float screenYScale );
int FX_InitSystem( refdef_t* refdef ); // called in CG_Init to purge the fx system.
void FX_SetRefDefFromCGame( refdef_t* refdef );
qboolean FX_FreeSystem( void ); // ditches all active effects;
void FX_AdjustTime( int time );
#endif // FX_EXPORT_H_INC