/* cl_tent.h - efx api set Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 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. */ #ifndef CL_TENT_H #define CL_TENT_H // EfxAPI struct particle_s *R_AllocParticle( void (*callback)( struct particle_s*, float )); void R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags ); void R_ParticleExplosion( const vec3_t org ); void R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength ); void R_Implosion( const vec3_t end, float radius, int count, float life ); void R_Blood( const vec3_t org, const vec3_t dir, int pcolor, int speed ); void R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed ); void R_BlobExplosion( const vec3_t org ); void R_EntityParticles( cl_entity_t *ent ); void R_FlickerParticles( const vec3_t org ); void R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count ); void R_ParticleBurst( const vec3_t org, int size, int color, float life ); void R_LavaSplash( const vec3_t org ); void R_TeleportSplash( const vec3_t org ); void R_RocketTrail( vec3_t start, vec3_t end, int type ); short R_LookupColor( byte r, byte g, byte b ); void R_GetPackedColor( short *packed, short color ); void R_TracerEffect( const vec3_t start, const vec3_t end ); void R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( struct particle_s* )); struct particle_s *R_TracerParticles( float *org, float *vel, float life ); void R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life ); void R_ParticleBox( const vec3_t mins, const vec3_t maxs, byte r, byte g, byte b, float life ); void R_ShowLine( const vec3_t start, const vec3_t end ); void R_BulletImpactParticles( const vec3_t pos ); void R_SparkShower( const vec3_t org ); struct tempent_s *CL_TempEntAlloc( const vec3_t org, model_t *pmodel ); struct tempent_s *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel ); struct tempent_s *CL_TempEntAllocNoModel( const vec3_t org ); struct tempent_s *CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*callback)( struct tempent_s*, float, float )); void R_FizzEffect( cl_entity_t *pent, int modelIndex, int density ); void R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed ); void R_BubbleTrail( const vec3_t start, const vec3_t end, float flWaterZ, int modelIndex, int count, float speed ); void R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ); void R_KillAttachedTents( int client ); void R_RicochetSprite( const vec3_t pos, model_t *pmodel, float duration, float scale ); void R_RocketFlare( const vec3_t pos ); void R_MuzzleFlash( const vec3_t pos, int type ); void R_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size ); void R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float random, float life, int count, int modelIndex, char flags ); struct tempent_s *R_TempModel( const vec3_t pos, const vec3_t dir, const vec3_t angles, float life, int modelIndex, int soundtype ); struct tempent_s *R_TempSprite( vec3_t pos, const vec3_t dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags ); struct tempent_s *R_DefaultSprite( const vec3_t pos, int spriteIndex, float framerate ); void R_Sprite_Explode( struct tempent_s *pTemp, float scale, int flags ); void R_Sprite_Smoke( struct tempent_s *pTemp, float scale ); void R_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int iRand, int renderMode ); void R_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int iRand ); void R_Sprite_Trail( int type, vec3_t vecStart, vec3_t vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed ); void R_FunnelSprite( const vec3_t pos, int spriteIndex, int flags ); void R_LargeFunnel( const vec3_t pos, int reverse ); void R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax ); void R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velMin, int velMax ); void R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax ); void R_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s*, struct pmtrace_s* )); void R_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex ); void R_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int count, int decalCount, int *decalIndices ); void R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life ); void R_PlayerSprites( int client, int modelIndex, int count, int size ); void R_Sprite_WallPuff( struct tempent_s *pTemp, float scale ); void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b ); void R_RicochetSound( const vec3_t pos ); struct dlight_s *CL_AllocDlight( int key ); struct dlight_s *CL_AllocElight( int key ); void CL_UpdateFlashlight( cl_entity_t *pEnt ); void CL_AddEntityEffects( cl_entity_t *ent ); void CL_AddStudioEffects( cl_entity_t *ent ); void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags ); void CL_DecalRemoveAll( int textureIndex ); int CL_DecalIndexFromName( const char *name ); int CL_DecalIndex( int id ); // Beams struct beam_s *R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed ); struct beam_s *R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ); struct beam_s *R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ); struct beam_s *R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ); struct beam_s *R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ); struct beam_s *R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ); struct beam_s *R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness ); void R_BeamKill( int deadEntity ); // TriAPI void TriBegin( int mode ); void TriTexCoord2f( float u, float v ); void TriVertex3fv( const float *v ); void TriVertex3f( float x, float y, float z ); int TriBoxInPVS( float *mins, float *maxs ); void TriColor4f( float r, float g, float b, float a ); int TriSpriteTexture( model_t *pSpriteModel, int frame ); void TriColor4fRendermode( float r, float g, float b, float a, int rendermode ); int TriWorldToScreen( float *world, float *screen ); void TriColor4ub( byte r, byte g, byte b, byte a ); void TriBrightness( float brightness ); void TriRenderMode( int mode ); void TriCullFace( int mode ); void TriEnd( void ); extern model_t *cl_sprite_dot; extern model_t *cl_sprite_shell; #endif//CL_TENT_H