jedioutcast/CODE-mp/client/FXExport.h

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#ifndef FX_EXPORT_H_INC
#define FX_EXPORT_H_INC
int FX_RegisterEffect(const char *file);
void FX_PlaySimpleEffect( const char *file, vec3_t org ); // uses a default up axis
void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
void FX_PlayEntityEffect( const char *file, vec3_t org,
vec3_t axis[3], const int boltInfo, const int entNum );
void FX_PlaySimpleEffectID( int id, vec3_t org ); // uses a default up axis
void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd ); // 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 );
void FX_PlayBoltedEffectID( int id, sharedBoltInterface_t *fxObj );
void FX_AddScheduledEffects( void );
int FX_InitSystem( void ); // called in CG_Init to purge the fx system.
qboolean FX_FreeSystem( void ); // ditches all active effects;
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void FX_AdjustTime_Pos( int time, vec3_t refdef_vieworg, vec3_t refdef_viewaxis[3] );
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#endif // FX_EXPORT_H_INC