jkxr/Projects/Android/jni/OpenJK/code/cgame/FxSystem.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

83 lines
2.6 KiB
C

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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 mFrameTime;
float mFloatFrameTime;
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( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void PlayLocalSound( sfxHandle_t sfx, int channelNum );
int RegisterSound( const gsl::cstring_view& sound );
//G2
int GetOriginAxisFromBolt(const centity_t &cent, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/*axis);
// Physics/collision
void Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags );
void G2Trace( 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