#include "client.h" #include "FXScheduler.h" int FX_RegisterEffect(const char *file) { return theFxScheduler.RegisterEffect(file, true); } void FX_PlaySimpleEffect( const char *file, vec3_t org ) { theFxScheduler.PlayEffect(file, org); } void FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd ) { theFxScheduler.PlayEffect(file, org, fwd); } void FX_PlayEntityEffect( const char *file, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum ) { theFxScheduler.PlayEffect(file, org, axis, boltInfo, entNum); } void FX_PlaySimpleEffectID( int id, vec3_t org ) { theFxScheduler.PlayEffect(id, org); } void FX_PlayEffectID( int id, vec3_t org, vec3_t fwd ) { theFxScheduler.PlayEffect(id, org, fwd); } void FX_PlayEntityEffectID( int id, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum ) { theFxScheduler.PlayEffect(id, org, axis, boltInfo, entNum); } void FX_PlayBoltedEffectID( int id, sharedBoltInterface_t *fxObj ) { CFxBoltInterface obj; obj.SetEntNum(fxObj->entNum); obj.SetBoltNum(fxObj->boltNum); obj.SetForward(fxObj->angles); obj.SetG2Handle((CGhoul2Info_v *)fxObj->ghoul2); obj.SetModelNum(fxObj->modelNum); obj.SetOrigin(fxObj->origin); obj.SetScale(fxObj->scale); obj.Validate(); theFxScheduler.PlayEffect(id, &obj); } void FX_AddScheduledEffects( void ) { theFxScheduler.AddScheduledEffects(); } int FX_InitSystem( void ) { return FX_Init(); } qboolean FX_FreeSystem( void ) { return (qboolean)FX_Free(); } void FX_AdjustTime( int time ) { theFxHelper.AdjustTime(time); }