jedioutcast/code/cgame/FxSystem.h
2013-04-04 16:05:53 -05:00

81 lines
1.8 KiB
C

#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