#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; void FX_AdjustTime_Pos( int time, vec3_t refdef_vieworg, vec3_t refdef_viewaxis[3] ); #endif // FX_EXPORT_H_INC