558 lines
15 KiB
C
558 lines
15 KiB
C
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#if !defined(FX_SYSTEM_H_INC)
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#include "FxSystem.h"
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#endif
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#ifndef FX_PRIMITIVES_H_INC
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#define FX_PRIMITIVES_H_INC
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#define MAX_EFFECTS 1200
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// Generic group flags, used by parser, then get converted to the appropriate specific flags
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#define FX_PARM_MASK 0xC // use this to mask off any transition types that use a parm
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#define FX_GENERIC_MASK 0xF
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#define FX_LINEAR 0x1
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#define FX_RAND 0x2
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#define FX_NONLINEAR 0x4
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#define FX_WAVE 0x8
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#define FX_CLAMP 0xC
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// Group flags
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#define FX_ALPHA_SHIFT 0
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#define FX_ALPHA_PARM_MASK 0x0000000C
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#define FX_ALPHA_LINEAR 0x00000001
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#define FX_ALPHA_RAND 0x00000002
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#define FX_ALPHA_NONLINEAR 0x00000004
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#define FX_ALPHA_WAVE 0x00000008
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#define FX_ALPHA_CLAMP 0x0000000C
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#define FX_RGB_SHIFT 4
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#define FX_RGB_PARM_MASK 0x000000C0
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#define FX_RGB_LINEAR 0x00000010
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#define FX_RGB_RAND 0x00000020
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#define FX_RGB_NONLINEAR 0x00000040
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#define FX_RGB_WAVE 0x00000080
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#define FX_RGB_CLAMP 0x000000C0
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#define FX_SIZE_SHIFT 8
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#define FX_SIZE_PARM_MASK 0x00000C00
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#define FX_SIZE_LINEAR 0x00000100
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#define FX_SIZE_RAND 0x00000200
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#define FX_SIZE_NONLINEAR 0x00000400
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#define FX_SIZE_WAVE 0x00000800
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#define FX_SIZE_CLAMP 0x00000C00
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#define FX_LENGTH_SHIFT 12
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#define FX_LENGTH_PARM_MASK 0x0000C000
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#define FX_LENGTH_LINEAR 0x00001000
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#define FX_LENGTH_RAND 0x00002000
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#define FX_LENGTH_NONLINEAR 0x00004000
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#define FX_LENGTH_WAVE 0x00008000
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#define FX_LENGTH_CLAMP 0x0000C000
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#define FX_SIZE2_SHIFT 16
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#define FX_SIZE2_PARM_MASK 0x000C0000
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#define FX_SIZE2_LINEAR 0x00010000
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#define FX_SIZE2_RAND 0x00020000
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#define FX_SIZE2_NONLINEAR 0x00040000
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#define FX_SIZE2_WAVE 0x00080000
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#define FX_SIZE2_CLAMP 0x000C0000
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// Feature flags
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#define FX_DEPTH_HACK 0x00100000
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#define FX_RELATIVE 0x00200000
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#define FX_SET_SHADER_TIME 0x00400000 // by having the effects system set the shader time, we can make animating textures start at the correct time
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#define FX_EXPENSIVE_PHYSICS 0x00800000
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#define FX_ATTACHED_MODEL 0x01000000
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#define FX_APPLY_PHYSICS 0x02000000
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#define FX_USE_BBOX 0x04000000 // can make physics more accurate at the expense of speed
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#define FX_USE_ALPHA 0x08000000 // the FX system actually uses RGB to do fades, but this will override that
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// and cause it to fill in the alpha.
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#define FX_EMIT_FX 0x10000000 // emitters technically don't have to emit stuff, but when they do
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// this flag needs to be set
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#define FX_DEATH_RUNS_FX 0x20000000 // Normal death triggers effect, but not kill_on_impact
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#define FX_KILL_ON_IMPACT 0x40000000 // works just like it says, but only when physics are on.
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#define FX_IMPACT_RUNS_FX 0x80000000 // an effect can call another effect when it hits something.
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// Lightning flags, duplicates of existing flags, but lightning doesn't use those flags in that context...and nothing will ever use these in this context..so we are safe.
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#define FX_TAPER 0x01000000 // tapers as it moves towards its endpoint
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#define FX_BRANCH 0x02000000 // enables lightning branching
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#define FX_GROW 0x04000000 // lightning grows from start point to end point over the course of its life
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//------------------------------
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class CEffect
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{
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protected:
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vec3_t mOrigin1;
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int mTimeStart;
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int mTimeEnd;
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unsigned int mFlags;
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// Size of our object, useful for things that have physics
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vec3_t mMin;
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vec3_t mMax;
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int mImpactFxID; // if we have an impact event, we may have to call an effect
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int mDeathFxID; // if we have a death event, we may have to call an effect
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refEntity_t mRefEnt;
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public:
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CEffect() { memset( &mRefEnt, 0, sizeof( refEntity_t )); }
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virtual ~CEffect() {}
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virtual void Die() {}
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virtual bool Update()
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{ // Game pausing can cause dumb time things to happen, so kill the effect in this instance
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if ( mTimeStart > theFxHelper.mTime ) {
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return false;
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}
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return true;
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}
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inline void SetSTScale(float s,float t) { mRefEnt.shaderTexCoord[0]=s;mRefEnt.shaderTexCoord[1]=t;}
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inline void SetMin( const vec3_t min ) { if(min){VectorCopy(min,mMin);}else{VectorClear(mMin);} }
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inline void SetMax( const vec3_t max ) { if(max){VectorCopy(max,mMax);}else{VectorClear(mMax);} }
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inline void SetFlags( int flags ) { mFlags = flags; }
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inline void AddFlags( int flags ) { mFlags |= flags; }
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inline void ClearFlags( int flags ) { mFlags &= ~flags; }
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inline void SetOrigin1( const vec3_t org ) { if(org){VectorCopy(org,mOrigin1);}else{VectorClear(mOrigin1);} }
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inline void SetTimeStart( int time ) { mTimeStart = time; if (mFlags&FX_SET_SHADER_TIME) { mRefEnt.shaderTime = cg.time * 0.001f; }}
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inline void SetTimeEnd( int time ) { mTimeEnd = time; }
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inline void SetImpactFxID( int id ) { mImpactFxID = id; }
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inline void SetDeathFxID( int id ) { mDeathFxID = id; }
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};
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//---------------------------------------------------
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// This class is kind of an exception to the "rule".
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// For now it exists only for allowing an easy way
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// to get the saber slash trails rendered.
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//---------------------------------------------------
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class CTrail : public CEffect
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{
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// This is such a specific case thing, just grant public access to the goods.
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protected:
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void Draw();
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public:
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typedef struct
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{
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vec3_t origin;
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// very specifc case, we can modulate the color and the alpha
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vec3_t rgb;
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vec3_t destrgb;
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vec3_t curRGB;
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float alpha;
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float destAlpha;
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float curAlpha;
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// this is a very specific case thing...allow interpolating the st coords so we can map the texture
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// properly as this segement progresses through it's life
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float ST[2];
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float destST[2];
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float curST[2];
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} TVert;
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TVert mVerts[4];
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qhandle_t mShader;
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CTrail() {};
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virtual ~CTrail() {};
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virtual bool Update();
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};
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//------------------------------
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class CLight : public CEffect
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{
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protected:
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float mSizeStart;
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float mSizeEnd;
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float mSizeParm;
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vec3_t mRGBStart;
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vec3_t mRGBEnd;
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float mRGBParm;
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void UpdateSize();
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void UpdateRGB();
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void Draw()
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{
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theFxHelper.AddLightToScene( mOrigin1, mRefEnt.radius,
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mRefEnt.lightingOrigin[0], mRefEnt.lightingOrigin[1], mRefEnt.lightingOrigin[2] );
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}
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public:
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CLight() {}
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virtual ~CLight() {}
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virtual bool Update();
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inline void SetSizeStart( float sz ) { mSizeStart = sz; }
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inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
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inline void SetSizeParm( float parm ) { mSizeParm = parm; }
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inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
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inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
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inline void SetRGBParm( float parm ) { mRGBParm = parm; }
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};
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//------------------------------
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class CFlash : public CLight
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{
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protected:
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void Draw();
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public:
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CFlash() {}
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virtual ~CFlash() {}
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virtual bool Update();
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inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
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void Init( void );
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};
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//------------------------------
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class CParticle : public CEffect
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{
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protected:
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vec3_t mOrgOffset;
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vec3_t mVel;
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vec3_t mAccel;
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float mGravity;
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float mSizeStart;
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float mSizeEnd;
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float mSizeParm;
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vec3_t mRGBStart;
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vec3_t mRGBEnd;
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float mRGBParm;
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float mAlphaStart;
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float mAlphaEnd;
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float mAlphaParm;
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float mRotationDelta;
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float mElasticity;
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int mClientID;
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bool UpdateOrigin();
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void UpdateVelocity() {VectorMA( mVel, theFxHelper.mFloatFrameTime, mAccel, mVel ); }
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void UpdateSize();
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void UpdateRGB();
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void UpdateAlpha();
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void UpdateRotation() { mRefEnt.rotation += theFxHelper.mFrameTime * 0.01f * mRotationDelta; }
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bool Cull();
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void Draw();
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public:
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inline CParticle() { mRefEnt.reType = RT_SPRITE; mClientID = -1; }
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virtual ~CParticle() {}
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virtual void Die();
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virtual bool Update();
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inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
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inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
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inline void SetVel( const vec3_t vel ) { if(vel){VectorCopy(vel,mVel);}else{VectorClear(mVel);} }
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inline void SetAccel( const vec3_t ac ) { if(ac){VectorCopy(ac,mAccel);}else{VectorClear(mAccel);} }
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inline void SetGravity( float grav ) { mGravity = grav; }
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inline void SetSizeStart( float sz ) { mSizeStart = sz; }
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inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
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inline void SetSizeParm( float parm ) { mSizeParm = parm; }
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inline void SetRGBStart( const vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
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inline void SetRGBEnd( const vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
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inline void SetRGBParm( float parm ) { mRGBParm = parm; }
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inline void SetAlphaStart( float al ) { mAlphaStart = al; }
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inline void SetAlphaEnd( float al ) { mAlphaEnd = al; }
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inline void SetAlphaParm( float parm ) { mAlphaParm = parm; }
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inline void SetRotation( float rot ) { mRefEnt.rotation = rot; }
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inline void SetRotationDelta( float rot ) { mRotationDelta = rot; }
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inline void SetElasticity( float el ) { mElasticity = el; }
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inline void SetClient( int clientID ) { mClientID = clientID; }
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};
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//------------------------------
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class CLine : public CParticle
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{
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protected:
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vec3_t mOrigin2;
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void Draw();
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public:
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CLine() { mRefEnt.reType = RT_LINE;}
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virtual ~CLine() {}
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virtual void Die() {}
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virtual bool Update();
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inline void SetOrigin2( const vec3_t org2 ) { VectorCopy( org2, mOrigin2 ); }
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};
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//------------------------------
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class CBezier : public CLine
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{
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protected:
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vec3_t mControl1;
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vec3_t mControl1Vel;
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vec3_t mControl2;
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vec3_t mControl2Vel;
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bool mInit;
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void Draw();
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public:
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CBezier(){ mInit = false; }
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virtual ~CBezier() {}
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virtual void Die() {}
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virtual bool Update();
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void DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2 );
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inline void SetControlPoints( const vec3_t ctrl1, const vec3_t ctrl2 ) { VectorCopy( ctrl1, mControl1 ); VectorCopy( ctrl2, mControl2 ); }
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inline void SetControlVel( const vec3_t ctrl1v, const vec3_t ctrl2v ) { VectorCopy( ctrl1v, mControl1Vel ); VectorCopy( ctrl2v, mControl2Vel ); }
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};
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//------------------------------
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class CElectricity : public CLine
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{
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protected:
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float mChaos;
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void Draw();
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public:
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CElectricity() { mRefEnt.reType = RT_ELECTRICITY; }
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virtual ~CElectricity() {}
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virtual void Die() {}
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virtual bool Update();
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void Initialize();
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inline void SetChaos( float chaos ) { mChaos = chaos; }
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};
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// Oriented quad
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//------------------------------
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class COrientedParticle : public CParticle
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{
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protected:
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vec3_t mNormal;
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bool Cull();
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void Draw();
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public:
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COrientedParticle() { mRefEnt.reType = RT_ORIENTED_QUAD; }
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virtual ~COrientedParticle() {}
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virtual bool Update();
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inline void SetNormal( const vec3_t norm ) { VectorCopy( norm, mNormal ); }
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};
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//------------------------------
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class CTail : public CParticle
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{
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protected:
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vec3_t mOldOrigin;
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float mLengthStart;
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float mLengthEnd;
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float mLengthParm;
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float mLength;
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void UpdateLength();
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void CalcNewEndpoint();
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void Draw();
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bool Cull();
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public:
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CTail() { mRefEnt.reType = RT_LINE; }
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virtual ~CTail() {}
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virtual bool Update();
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inline void SetLengthStart( float len ) { mLengthStart = len; }
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inline void SetLengthEnd( float len ) { mLengthEnd = len; }
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inline void SetLengthParm( float len ) { mLengthParm = len; }
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};
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//------------------------------
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class CCylinder : public CTail
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{
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protected:
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float mSize2Start;
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float mSize2End;
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float mSize2Parm;
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void UpdateSize2();
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void Draw();
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public:
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CCylinder() { mRefEnt.reType = RT_CYLINDER; }
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virtual ~CCylinder() {}
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virtual bool Update();
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||
|
inline void SetSize2Start( float sz ) { mSize2Start = sz; }
|
||
|
inline void SetSize2End( float sz ) { mSize2End = sz; }
|
||
|
inline void SetSize2Parm( float parm ) { mSize2Parm = parm; }
|
||
|
|
||
|
inline void SetNormal( const vec3_t norm ) { VectorCopy( norm, mRefEnt.axis[0] ); }
|
||
|
};
|
||
|
|
||
|
|
||
|
//------------------------------
|
||
|
// Emitters are derived from particles because, although they don't draw, any effect called
|
||
|
// from them can borrow an initial or ending value from the emitters current alpha, rgb, etc..
|
||
|
class CEmitter : public CParticle
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
vec3_t mOldOrigin; // we use these to do some nice
|
||
|
vec3_t mLastOrigin; // tricks...
|
||
|
vec3_t mOldVelocity; //
|
||
|
int mOldTime;
|
||
|
|
||
|
vec3_t mAngles; // for a rotating thing, using a delta
|
||
|
vec3_t mAngleDelta; // as opposed to an end angle is probably much easier
|
||
|
|
||
|
int mEmitterFxID; // if we have emitter fx, this is our id
|
||
|
|
||
|
float mDensity; // controls how often emitter chucks an effect
|
||
|
float mVariance; // density sloppiness
|
||
|
|
||
|
void UpdateAngles();
|
||
|
|
||
|
void Draw();
|
||
|
|
||
|
public:
|
||
|
|
||
|
CEmitter() {
|
||
|
// There may or may not be a model, but if there isn't one,
|
||
|
// we just won't bother adding the refEnt in our Draw func
|
||
|
mRefEnt.reType = RT_MODEL;
|
||
|
}
|
||
|
virtual ~CEmitter() {}
|
||
|
|
||
|
virtual bool Update();
|
||
|
|
||
|
inline void SetModel( qhandle_t model ) { mRefEnt.hModel = model; }
|
||
|
inline void SetAngles( const vec3_t ang ) { if(ang){VectorCopy(ang,mAngles);}else{VectorClear(mAngles);} }
|
||
|
inline void SetAngleDelta( const vec3_t ang){ if(ang){VectorCopy(ang,mAngleDelta);}else{VectorClear(mAngleDelta);} }
|
||
|
inline void SetEmitterFxID( int id ) { mEmitterFxID = id; }
|
||
|
inline void SetDensity( float density ) { mDensity = density; }
|
||
|
inline void SetVariance( float var ) { mVariance = var; }
|
||
|
inline void SetOldTime( int time ) { mOldTime = time; }
|
||
|
inline void SetLastOrg( const vec3_t org ) { if(org){VectorCopy(org,mLastOrigin);}else{VectorClear(mLastOrigin);} }
|
||
|
inline void SetLastVel( const vec3_t vel ) { if(vel){VectorCopy(vel,mOldVelocity);}else{VectorClear(mOldVelocity);}}
|
||
|
|
||
|
};
|
||
|
|
||
|
// We're getting pretty low level here, not the kind of thing to abuse considering how much overhead this
|
||
|
// adds to a SINGLE triangle or quad....
|
||
|
// The editor doesn't need to see or do anything with this
|
||
|
//------------------------------
|
||
|
#define MAX_CPOLY_VERTS 5
|
||
|
|
||
|
class CPoly : public CParticle
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
int mCount;
|
||
|
vec3_t mRotDelta;
|
||
|
int mTimeStamp;
|
||
|
|
||
|
bool Cull();
|
||
|
void Draw();
|
||
|
|
||
|
public:
|
||
|
|
||
|
vec3_t mOrg[MAX_CPOLY_VERTS];
|
||
|
vec2_t mST[MAX_CPOLY_VERTS];
|
||
|
|
||
|
float mRot[3][3];
|
||
|
int mLastFrameTime;
|
||
|
|
||
|
|
||
|
CPoly() {}
|
||
|
virtual ~CPoly() {}
|
||
|
|
||
|
virtual bool Update();
|
||
|
|
||
|
void PolyInit();
|
||
|
void CalcRotateMatrix();
|
||
|
void Rotate();
|
||
|
|
||
|
inline void SetNumVerts( int c ) { mCount = c; }
|
||
|
inline void SetRot( vec3_t r ) { if(r){VectorCopy(r,mRotDelta);}else{VectorClear(mRotDelta);}}
|
||
|
inline void SetMotionTimeStamp( int t ) { mTimeStamp = theFxHelper.mTime + t; }
|
||
|
inline int GetMotionTimeStamp() { return mTimeStamp; }
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif //FX_PRIMITIVES_H_INC
|