100 lines
2.4 KiB
C
100 lines
2.4 KiB
C
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#pragma once
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#if !defined __TR_WORLDEFFECTS_H
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#define __TR_WORLDEFFECTS_H
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class CWorldEffectsSystem;
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#define PARTICLE_FLAG_RENDER 0x00000001
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struct SParticle
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{
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vec3_t pos;
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vec3_t velocity;
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unsigned flags;
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};
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class CWorldEffect
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{
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protected:
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CWorldEffect *mNext, *mSlave, *mOwner;
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bool mEnabled, mIsSlave;
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public:
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enum
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{
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WORLDEFFECT_ENABLED = 0,
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WORLDEFFECT_PARTICLES,
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WORLDEFFECT_PARTICLE_COUNT,
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WORLDEFFECT_END
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};
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public:
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CWorldEffect(CWorldEffect *owner = 0);
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virtual ~CWorldEffect(void);
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void SetNext(CWorldEffect *next) { mNext = next; }
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CWorldEffect *GetNext(void) { return mNext; }
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void SetSlave(CWorldEffect *slave) { mSlave = slave; }
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CWorldEffect *GetSlave(void) { return mSlave; }
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void AddSlave(CWorldEffect *slave);
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void SetIsSlave(bool isSlave) { mIsSlave = isSlave; }
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void SetOwner(CWorldEffect *owner) { mOwner = owner; }
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virtual bool Command(const char *command);
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virtual void ParmUpdate(CWorldEffectsSystem *system, int which);
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virtual void ParmUpdate(CWorldEffect *effect, int which);
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virtual void SetVariable(int which, bool newValue, bool doSlave = false);
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virtual void SetVariable(int which, float newValue, bool doSlave = false);
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virtual void SetVariable(int which, int newValue, bool doSlave = false);
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virtual void SetVariable(int which, vec3_t newValue, bool doSlave = false);
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virtual int GetIntVariable(int which) { return 0; }
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virtual SParticle *GetParticleVariable(int which) { return 0; }
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virtual void Update(CWorldEffectsSystem *system, float elapseTime);
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virtual void Render(CWorldEffectsSystem *system);
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};
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class CWorldEffectsSystem
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{
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protected:
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CWorldEffect *mList, *mLast;
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public:
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CWorldEffectsSystem(void);
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virtual ~CWorldEffectsSystem(void);
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void AddWorldEffect(CWorldEffect *effect);
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virtual int GetIntVariable(int which) { return 0; }
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virtual SParticle *GetParticleVariable(int which) { return 0; }
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virtual float *GetVecVariable(int which) { return 0; }
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virtual bool Command(const char *command);
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virtual void Update(float elapseTime);
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virtual void ParmUpdate(int which);
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virtual void Render(void);
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};
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void R_InitWorldEffects(void);
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void R_ShutdownWorldEffects(void);
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void RB_RenderWorldEffects(void);
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void R_WorldEffectCommand(const char *command);
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void R_WorldEffect_f(void);
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bool R_GetWindVector(vec3_t windVector);
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#endif // __TR_WORLDEFFECTS_H
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