jediacademy/codemp/client/FXExport.cpp

106 lines
2.3 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "client.h"
#include "FXScheduler.h"
//#define __FXCHECKER
#ifdef __FXCHECKER
#include <float.h>
#endif // __FXCHECKER
int FX_RegisterEffect(const char *file)
{
return theFxScheduler.RegisterEffect(file, true);
}
void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad )
{
#ifdef __FXCHECKER
if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
{
assert(0);
}
if (_isnan(fwd[0]) || _isnan(fwd[1]) || _isnan(fwd[2]))
{
assert(0);
}
if (fabs(fwd[0]) < 0.1 && fabs(fwd[1]) < 0.1 && fabs(fwd[2]) < 0.1)
{
assert(0);
}
#endif // __FXCHECKER
theFxScheduler.PlayEffect(file, org, fwd, vol, rad);
}
void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad, qboolean isPortal )
{
#ifdef __FXCHECKER
if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
{
assert(0);
}
if (_isnan(fwd[0]) || _isnan(fwd[1]) || _isnan(fwd[2]))
{
assert(0);
}
if (fabs(fwd[0]) < 0.1 && fabs(fwd[1]) < 0.1 && fabs(fwd[2]) < 0.1)
{
assert(0);
}
#endif // __FXCHECKER
theFxScheduler.PlayEffect(id, org, fwd, vol, rad, !!isPortal );
}
void FX_PlayBoltedEffectID( int id, vec3_t org,
const int boltInfo, int iGhoul2, int iLooptime, qboolean isRelative )
{
theFxScheduler.PlayEffect(id, org, 0, boltInfo, iGhoul2, -1, -1, -1, qfalse, iLooptime, !!isRelative );
}
void FX_PlayEntityEffectID( int id, vec3_t org,
vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad )
{
#ifdef __FXCHECKER
if (_isnan(org[0]) || _isnan(org[1]) || _isnan(org[2]))
{
assert(0);
}
#endif // __FXCHECKER
theFxScheduler.PlayEffect(id, org, axis, boltInfo, NULL, -1, vol, rad );
}
void FX_AddScheduledEffects( qboolean portal )
{
theFxScheduler.AddScheduledEffects(!!portal);
}
void FX_Draw2DEffects( float screenXScale, float screenYScale )
{
theFxScheduler.Draw2DEffects( screenXScale, screenYScale );
}
int FX_InitSystem( refdef_t* refdef )
{
return FX_Init( refdef );
}
void FX_SetRefDefFromCGame( refdef_t* refdef )
{
FX_SetRefDef( refdef );
}
qboolean FX_FreeSystem( void )
{
return (qboolean)FX_Free( true );
}
void FX_AdjustTime( int time )
{
theFxHelper.AdjustTime(time);
}