#if !defined(CG_LOCAL_H_INC) #include "cg_local.h" #endif #ifndef FX_SYSTEM_H_INC #define FX_SYSTEM_H_INC #define irand Q_irand #define flrand Q_flrand extern vmCvar_t fx_debug; extern vmCvar_t fx_freeze; inline void Vector2Clear(vec2_t a) { a[0] = 0.0f; a[1] = 0.0f; } inline void Vector2Set(vec2_t a,float b,float c) { a[0] = b; a[1] = c; } inline void Vector2Copy(vec2_t src,vec2_t dst) { dst[0] = src[0]; dst[1] = src[1]; } extern void CG_CalcEntityLerpPositions( centity_t * ); struct SFxHelper { int mTime; int mOldTime; int mFrameTime; float mFloatFrameTime; bool mTimeFrozen; void Init(); void AdjustTime( int time ); // These functions are wrapped and used by the fx system in case it makes things a bit more portable void Print( const char *msg, ... ); // File handling int OpenFile( const char *path, fileHandle_t *fh, int mode ); int ReadFile( void *data, int len, fileHandle_t fh ); void CloseFile( fileHandle_t fh ); // Sound void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); int RegisterSound( const char *sound ); #ifdef _IMMERSION void PlayForce( int entityNum, ffHandle_t ff ); ffHandle_t RegisterForce( const char *force, int channel ); #endif // _IMMERSION // Physics/collision void Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags ); void AddFxToScene( refEntity_t *ent ); void AddLightToScene( vec3_t org, float radius, float red, float green, float blue ); int RegisterShader( const char *shader ); int RegisterModel( const char *model ); void AddPolyToScene( int shader, int count, polyVert_t *verts ); void CameraShake( vec3_t origin, float intensity, int radius, int time ); }; extern SFxHelper theFxHelper; #endif // FX_SYSTEM_H_INC