mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-15 01:11:46 +00:00
198 lines
8 KiB
C
198 lines
8 KiB
C
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#define DEFAULT_DEVIATION 0.5
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//
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// fx_*.c
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//
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void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity);
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localEntity_t *FX_AddLine(vec3_t start, vec3_t end, float stScale, float scale, float dscale,
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float startalpha, float endalpha, float killTime, qhandle_t shader);
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localEntity_t *FX_AddLine2(vec3_t start, vec3_t end, float stScale, float width1, float dwidth1, float width2, float dwidth2,
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float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float killTime, qhandle_t shader);
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localEntity_t *FX_AddOrientedLine(vec3_t start, vec3_t end, vec3_t normal, float stScale, float scale,
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float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader);
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localEntity_t *FX_AddTrail( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
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float scale, float dscale, float startalpha, float endalpha,
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float elasticity, float killTime, qhandle_t shader);
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localEntity_t *FX_AddTrail2( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
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float scale, float dscale, float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB,
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float elasticity, float killTime, qhandle_t shader);
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localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader);
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localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float roll, float elasticity,
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float killTime, qhandle_t shader);
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localEntity_t *FX_AddBezier(vec3_t start, vec3_t end, vec3_t cpoint1, vec3_t cpoint2, vec3_t cpointvel1,
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vec3_t cpointvel2,vec3_t cpointacc1, vec3_t cpointacc2, float width,
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float killTime, qhandle_t shader);
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localEntity_t *FX_AddQuad( vec3_t origin, vec3_t normal, float scale, float dscale,
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float startalpha, float endalpha, float roll, float killTime, qhandle_t shader );
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localEntity_t *FX_AddQuad2( vec3_t origin, vec3_t normal, float scale, float dscale, float startalpha, float endalpha,
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vec3_t startRGB, vec3_t endRGB, float roll, float killTime, qhandle_t shader );
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localEntity_t *FX_AddCylinder( vec3_t start,
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vec3_t normal,
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float height,
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float dheight,
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float scale,
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float dscale,
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float scale2,
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float dscale2,
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float startalpha,
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float endalpha,
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float killTime,
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qhandle_t shader,
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float bias );
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localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
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float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation );
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localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader, qboolean (*thinkFn)(localEntity_t *le));
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localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay,
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float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius );
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//
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// phaser
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//
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void FX_PhaserFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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//
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// compression rifle
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//
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void FX_CompressionShot( vec3_t start, vec3_t end );
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void FX_CompressionAltShot( vec3_t start, vec3_t end );
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void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboolean altfire );
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void FX_CompressionHit( vec3_t origin );
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//void FX_CompressionHitWall( vec3_t origin, vec3_t dir );
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void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
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void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
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//
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// imod
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//
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//void FX_IMODShot( vec3_t end, vec3_t start, vec3_t dir);
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//void FX_IMODExplosion( vec3_t origin, vec3_t normal );
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//void FX_AltIMODShot( vec3_t end, vec3_t start, vec3_t dir );
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//void FX_AltIMODExplosion( vec3_t origin, vec3_t normal );
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//
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// tetrion disruptor
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//
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//void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi );
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void FX_TetrionShot( vec3_t start, vec3_t forward );
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void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal );
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//void FX_TetrionRicochet( vec3_t origin, vec3_t normal );
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//void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal );
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void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal );
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//
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// Scavenger Rifle
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//
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void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red );
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//void FX_ScavengerProjectileThink( centity_t *ent, const weaponInfo_t *wi );
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//void FX_ScavengerAltFireThink( centity_t *ent, const weaponInfo_t *wi );
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//void FX_ScavengerWeaponHitWall( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
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//void FX_ScavengerWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
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//void FX_ScavengerAltExplode( vec3_t origin, vec3_t dir );
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//
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// Grenade launcher
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//
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void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_GrenadeHitWall( vec3_t origin, vec3_t normal );
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void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal );
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void FX_GrenadeExplode( vec3_t origin, vec3_t normal );
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void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm );
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void FX_GrenadeShrapnelBits( vec3_t start);
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void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal );
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void FX_fxfunc_Shot( vec3_t start, vec3_t dir );
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// Borg FX
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//void FX_BorgProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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//void FX_BorgWeaponHitWall( vec3_t origin, vec3_t normal );
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//void FX_BorgTaser( vec3_t start, vec3_t end );
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//void FX_BorgEyeBeam( vec3_t start, vec3_t end, vec3_t normal, qboolean large );
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//void FX_BorgTeleport( vec3_t origin );
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//void FX_BorgTeleportTrails( vec3_t origin );// effect seen by other borg when you are in a mid-teleport
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//
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// detpack
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//
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void FX_Detpack(vec3_t origin);
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//
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// Stasis Weapon
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//
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//Disruptor
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void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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//void FX_StasisProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_StasisWeaponHitWall( vec3_t origin, vec3_t dir, int size );
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//void FX_StasisWeaponHitPlayer( vec3_t origin, vec3_t dir, int size );
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//void FX_StasisShot( centity_t *cent, vec3_t end, vec3_t start );
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//void FX_StasisShotImpact( vec3_t end, vec3_t dir );
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//void FX_StasisShotMiss( vec3_t end, vec3_t dir );
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//
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// Quantum Burst
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//
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void FX_QuantumThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_QuantumHitWall( vec3_t origin, vec3_t normal );
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void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal );
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void FX_QuantumColumns( vec3_t origin );
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//
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// Dreadnought
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//
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//void FX_DreadnoughtHitWall( vec3_t origin, vec3_t normal, qboolean spark );
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//void FX_DreadnoughtFire( vec3_t origin, vec3_t end, vec3_t normal, qboolean spark, qboolean impact );
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//void FX_DreadnoughtProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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//void FX_DreadnoughtShotMiss( vec3_t end, vec3_t dir );
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//
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// transporter
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//
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void FX_Transporter(vec3_t origin);
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void FX_TransporterPad( vec3_t origin );
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void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTime );
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// Holdable, portable shield item
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void FX_DrawPortableShield(centity_t *cent);
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// Shield
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void FX_PlayerShieldHit( centity_t *cent );
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//
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// Miscellaneous FX
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//
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void FX_Disruptor( vec3_t org, float length );
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void FX_ExplodeBits( vec3_t org);
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void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex );
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//
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// sin table
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//
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void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out);
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