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Xash3DArchive/common/effects_api.h

36 lines
1.4 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// effects_api.h - client temp entities
//=======================================================================
#ifndef EFFECTS_API_H
#define EFFECTS_API_H
struct dlight_s
{
vec3_t origin;
float radius;
byte color[3];
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
int key;
bool dark; // subtracts light instead of adding
};
typedef struct efxapi_s
{
void (*R_GetPaletteColor)( int colorIndex, float *outColor );
int (*CL_DecalIndex)( int id );
int (*CL_DecalIndexFromName)( const char *szDecalName );
void (*R_DecalShoot)( HSPRITE hDecal, int entityIndex, int modelIndex, float *pos, int flags );
void (*R_PlayerDecal)( HSPRITE hDecal, int entityIndex, float *pos, byte *color );
dlight_t* (*CL_AllocDLight)( int key );
dlight_t* (*CL_AllocELight)( int key );
void (*R_LightForPoint)( const float *rgflOrigin, float *lightValue );
int (*CL_IsBoxVisible)( const float *mins, const float *maxs );
int (*R_CullBox)( const float *mins, const float *maxs );
int (*R_AddEntity)( struct cl_entity_s *pEnt, int entityType, HSPRITE customShader );
void (*R_EnvShot)( const float *vieworg, const char *name, int skyshot );
} efxapi_t;
#endif//EFFECTS_API_H