2013-04-04 14:52:42 +00:00
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#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_PlaySimpleEffect( const char *file, vec3_t org ); // uses a default up axis
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void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
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void FX_PlayEntityEffect( const char *file, vec3_t org,
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vec3_t axis[3], const int boltInfo, const int entNum );
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void FX_PlaySimpleEffectID( int id, vec3_t org ); // uses a default up axis
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void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd ); // 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 );
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void FX_PlayBoltedEffectID( int id, sharedBoltInterface_t *fxObj );
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void FX_AddScheduledEffects( void );
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int FX_InitSystem( void ); // called in CG_Init to purge the fx system.
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qboolean FX_FreeSystem( void ); // ditches all active effects;
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2013-04-04 18:24:26 +00:00
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void FX_AdjustTime_Pos( int time, vec3_t refdef_vieworg, vec3_t refdef_viewaxis[3] );
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2013-04-04 14:52:42 +00:00
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#endif // FX_EXPORT_H_INC
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