/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #if !defined(CG_LOCAL_H_INC) #include "cg_local.h" #endif #ifndef FX_SYSTEM_H_INC #define FX_SYSTEM_H_INC #include "qcommon/safe/gsl.h" #define irand Q_irand #define flrand Q_flrand extern vmCvar_t fx_debug; extern vmCvar_t fx_freeze; 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 gsl::cstring_view& sound ); // 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 gsl::cstring_view& shader ); int RegisterModel( const gsl::cstring_view& 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