rpg-x2/cgame/fx_local.h

198 lines
8 KiB
C
Raw Normal View History

2011-06-01 12:20:56 +00:00
#define DEFAULT_DEVIATION 0.5
//
// fx_*.c
//
void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity);
localEntity_t *FX_AddLine(vec3_t start, vec3_t end, float stScale, float scale, float dscale,
float startalpha, float endalpha, float killTime, qhandle_t shader);
localEntity_t *FX_AddLine2(vec3_t start, vec3_t end, float stScale, float width1, float dwidth1, float width2, float dwidth2,
float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float killTime, qhandle_t shader);
localEntity_t *FX_AddOrientedLine(vec3_t start, vec3_t end, vec3_t normal, float stScale, float scale,
float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader);
localEntity_t *FX_AddTrail( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
float scale, float dscale, float startalpha, float endalpha,
float elasticity, float killTime, qhandle_t shader);
localEntity_t *FX_AddTrail2( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
float scale, float dscale, float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB,
float elasticity, float killTime, qhandle_t shader);
localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader);
localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float roll, float elasticity,
float killTime, qhandle_t shader);
localEntity_t *FX_AddBezier(vec3_t start, vec3_t end, vec3_t cpoint1, vec3_t cpoint2, vec3_t cpointvel1,
vec3_t cpointvel2,vec3_t cpointacc1, vec3_t cpointacc2, float width,
float killTime, qhandle_t shader);
localEntity_t *FX_AddQuad( vec3_t origin, vec3_t normal, float scale, float dscale,
float startalpha, float endalpha, float roll, float killTime, qhandle_t shader );
localEntity_t *FX_AddQuad2( vec3_t origin, vec3_t normal, float scale, float dscale, float startalpha, float endalpha,
vec3_t startRGB, vec3_t endRGB, float roll, float killTime, qhandle_t shader );
localEntity_t *FX_AddCylinder( vec3_t start,
vec3_t normal,
float height,
float dheight,
float scale,
float dscale,
float scale2,
float dscale2,
float startalpha,
float endalpha,
float killTime,
qhandle_t shader,
float bias );
localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation );
localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader, qboolean (*thinkFn)(localEntity_t *le));
localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay,
float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius );
//
// phaser
//
void FX_PhaserFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
//
// compression rifle
//
void FX_CompressionShot( vec3_t start, vec3_t end );
void FX_CompressionAltShot( vec3_t start, vec3_t end );
void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboolean altfire );
void FX_CompressionHit( vec3_t origin );
//void FX_CompressionHitWall( vec3_t origin, vec3_t dir );
void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
//
// imod
//
//void FX_IMODShot( vec3_t end, vec3_t start, vec3_t dir);
//void FX_IMODExplosion( vec3_t origin, vec3_t normal );
//void FX_AltIMODShot( vec3_t end, vec3_t start, vec3_t dir );
//void FX_AltIMODExplosion( vec3_t origin, vec3_t normal );
//
// tetrion disruptor
//
//void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi );
void FX_TetrionShot( vec3_t start, vec3_t forward );
void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal );
//void FX_TetrionRicochet( vec3_t origin, vec3_t normal );
//void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal );
void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal );
//
// Scavenger Rifle
//
void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red );
//void FX_ScavengerProjectileThink( centity_t *ent, const weaponInfo_t *wi );
//void FX_ScavengerAltFireThink( centity_t *ent, const weaponInfo_t *wi );
//void FX_ScavengerWeaponHitWall( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
//void FX_ScavengerWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
//void FX_ScavengerAltExplode( vec3_t origin, vec3_t dir );
//
// Grenade launcher
//
void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_GrenadeHitWall( vec3_t origin, vec3_t normal );
void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal );
void FX_GrenadeExplode( vec3_t origin, vec3_t normal );
void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm );
void FX_GrenadeShrapnelBits( vec3_t start);
void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal );
void FX_fxfunc_Shot( vec3_t start, vec3_t dir );
// Borg FX
//void FX_BorgProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
//void FX_BorgWeaponHitWall( vec3_t origin, vec3_t normal );
//void FX_BorgTaser( vec3_t start, vec3_t end );
//void FX_BorgEyeBeam( vec3_t start, vec3_t end, vec3_t normal, qboolean large );
//void FX_BorgTeleport( vec3_t origin );
//void FX_BorgTeleportTrails( vec3_t origin );// effect seen by other borg when you are in a mid-teleport
//
// detpack
//
void FX_Detpack(vec3_t origin);
//
// Stasis Weapon
//
//Disruptor
void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
//void FX_StasisProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_StasisWeaponHitWall( vec3_t origin, vec3_t dir, int size );
//void FX_StasisWeaponHitPlayer( vec3_t origin, vec3_t dir, int size );
//void FX_StasisShot( centity_t *cent, vec3_t end, vec3_t start );
//void FX_StasisShotImpact( vec3_t end, vec3_t dir );
//void FX_StasisShotMiss( vec3_t end, vec3_t dir );
//
// Quantum Burst
//
void FX_QuantumThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_QuantumHitWall( vec3_t origin, vec3_t normal );
void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal );
void FX_QuantumColumns( vec3_t origin );
//
// Dreadnought
//
//void FX_DreadnoughtHitWall( vec3_t origin, vec3_t normal, qboolean spark );
//void FX_DreadnoughtFire( vec3_t origin, vec3_t end, vec3_t normal, qboolean spark, qboolean impact );
//void FX_DreadnoughtProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
//void FX_DreadnoughtShotMiss( vec3_t end, vec3_t dir );
//
// transporter
//
void FX_Transporter(vec3_t origin);
void FX_TransporterPad( vec3_t origin );
void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTime );
// Holdable, portable shield item
void FX_DrawPortableShield(centity_t *cent);
// Shield
void FX_PlayerShieldHit( centity_t *cent );
//
// Miscellaneous FX
//
void FX_Disruptor( vec3_t org, float length );
void FX_ExplodeBits( vec3_t org);
void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex );
//
// sin table
//
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out);