mirror of
https://github.com/DrBeef/JKXR.git
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132 lines
6.1 KiB
C
132 lines
6.1 KiB
C
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#pragma once
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#include "FxPrimitives.h"
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bool FX_Free( bool templates ); // ditches all active effects;
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int FX_Init( refdef_t* refdef ); // called in CG_Init to purge the fx system.
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void FX_SetRefDef(refdef_t *refdef);
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void FX_Add( bool portal ); // called every cgame frame to add all fx into the scene.
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void FX_Stop( void ); // ditches all active effects without touching the templates.
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CParticle *FX_AddParticle( vec3_t org, vec3_t vel, vec3_t accel,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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float rotation, float rotationDelta,
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vec3_t min, vec3_t max, float elasticity,
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int deathID, int impactID,
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int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CLine *FX_AddLine( vec3_t start, vec3_t end,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CElectricity *FX_AddElectricity( vec3_t start, vec3_t end, float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t sRGB, vec3_t eRGB, float rgbParm,
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float chaos, int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CTail *FX_AddTail( vec3_t org, vec3_t vel, vec3_t accel,
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float size1, float size2, float sizeParm,
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float length1, float length2, float lengthParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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vec3_t min, vec3_t max, float elasticity,
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int deathID, int impactID,
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int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CCylinder *FX_AddCylinder( vec3_t start, vec3_t normal,
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float size1s, float size1e, float size1Parm,
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float size2s, float size2e, float size2Parm,
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float length1, float length2, float lengthParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1,
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qboolean traceEnd = qfalse);
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CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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vec3_t angs, vec3_t deltaAngs,
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vec3_t min, vec3_t max, float elasticity,
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int deathID, int impactID, int emitterID,
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float density, float variance,
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int killTime, qhandle_t model, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CLight *FX_AddLight( vec3_t org, float size1, float size2, float sizeParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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int killTime, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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COrientedParticle *FX_AddOrientedParticle( vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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float rotation, float rotationDelta,
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vec3_t min, vec3_t max, float bounce,
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int deathID, int impactID,
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int killTime, qhandle_t shader, int flags,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
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CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
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CPoly *FX_AddPoly( vec3_t *verts, vec2_t *st, int numVerts,
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vec3_t vel, vec3_t accel,
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float alpha1, float alpha2, float alphaParm,
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vec3_t rgb1, vec3_t rgb2, float rgbParm,
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vec3_t rotationDelta, float bounce, int motionDelay,
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int killTime, qhandle_t shader, int flags );
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CFlash *FX_AddFlash( vec3_t origin,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t sRGB, vec3_t eRGB, float rgbParm,
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int killTime, qhandle_t shader, int flags = 0,
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EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1);
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CBezier *FX_AddBezier( vec3_t start, vec3_t end,
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vec3_t control1, vec3_t control1Vel,
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vec3_t control2, vec3_t control2Vel,
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float size1, float size2, float sizeParm,
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float alpha1, float alpha2, float alphaParm,
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vec3_t sRGB, vec3_t eRGB, float rgbParm,
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int killTime, qhandle_t shader, int flags = 0 );
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