mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 17:01:21 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
180 lines
7 KiB
C
180 lines
7 KiB
C
|
|
#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_AddLine3(vec3_t start, vec3_t end, float stScale, float scale, float dscale,
|
|
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_AddSprite3(vec3_t origin, vec3_t velocity, vec3_t acceleration, float scale, float dscale,
|
|
float startalpha, float endalpha, 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_AddCylinder2( vec3_t start,
|
|
vec3_t normal,
|
|
float height,
|
|
float dheight,
|
|
float scale,
|
|
float dscale,
|
|
float scale2,
|
|
float dscale2,
|
|
float startalpha,
|
|
float endalpha,
|
|
vec3_t startRGB,
|
|
vec3_t endRGB,
|
|
float killTime,
|
|
qhandle_t shader,
|
|
float bias );
|
|
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_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 );
|
|
|
|
/*
|
|
* tetrion disruptor
|
|
*/
|
|
void FX_TetrionShot( vec3_t start, vec3_t forward );
|
|
|
|
/*
|
|
* Scavenger Rifle
|
|
*/
|
|
void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red );
|
|
|
|
/*
|
|
* 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 );
|
|
|
|
/*
|
|
* detpack
|
|
*/
|
|
void FX_Detpack(vec3_t origin);
|
|
|
|
|
|
/*
|
|
* Disruptor Weapon
|
|
*/
|
|
void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
|
|
void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size );
|
|
|
|
/*
|
|
* 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 );
|
|
|
|
/*
|
|
* 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);
|
|
|