mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
80 lines
2.3 KiB
C
80 lines
2.3 KiB
C
/*
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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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#if !defined(CG_LOCAL_H_INC)
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#include "cg_local.h"
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#endif
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#ifndef FX_SYSTEM_H_INC
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#define FX_SYSTEM_H_INC
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#include "qcommon/safe/gsl.h"
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#define irand Q_irand
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#define flrand Q_flrand
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extern vmCvar_t fx_debug;
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extern vmCvar_t fx_freeze;
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extern void CG_CalcEntityLerpPositions( centity_t * );
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struct SFxHelper
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{
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int mTime;
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int mOldTime;
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int mFrameTime;
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float mFloatFrameTime;
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bool mTimeFrozen;
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void Init();
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void AdjustTime( int time );
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// These functions are wrapped and used by the fx system in case it makes things a bit more portable
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void Print( const char *msg, ... );
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// File handling
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int OpenFile( const char *path, fileHandle_t *fh, int mode );
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int ReadFile( void *data, int len, fileHandle_t fh );
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void CloseFile( fileHandle_t fh );
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// Sound
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void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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int RegisterSound( const gsl::cstring_view& sound );
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// Physics/collision
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void Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags );
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void AddFxToScene( refEntity_t *ent );
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void AddLightToScene( vec3_t org, float radius, float red, float green, float blue );
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int RegisterShader( const gsl::cstring_view& shader );
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int RegisterModel( const gsl::cstring_view& model );
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void AddPolyToScene( int shader, int count, polyVert_t *verts );
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void CameraShake( vec3_t origin, float intensity, int radius, int time );
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};
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extern SFxHelper theFxHelper;
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#endif // FX_SYSTEM_H_INC
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