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