23 lines
1.1 KiB
C
23 lines
1.1 KiB
C
#ifndef FX_EXPORT_H_INC
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#define FX_EXPORT_H_INC
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int FX_RegisterEffect(const char *file);
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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
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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
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void FX_PlayEntityEffectID( int id, vec3_t org,
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vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad );
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void FX_PlayBoltedEffectID( int id, vec3_t org,
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const int boltInfo, int iGhoul2, int iLooptime, qboolean isRelative );
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void FX_AddScheduledEffects( qboolean portal );
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void FX_Draw2DEffects ( float screenXScale, float screenYScale );
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int FX_InitSystem( refdef_t* refdef ); // called in CG_Init to purge the fx system.
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void FX_SetRefDefFromCGame( refdef_t* refdef );
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qboolean FX_FreeSystem( void ); // ditches all active effects;
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void FX_AdjustTime( int time );
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#endif // FX_EXPORT_H_INC
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