/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #pragma once #if !defined(SHAKE_H) #define SHAKE_H // Screen / View effects // screen shake extern int gmsgShake; // This structure is sent over the net to describe a screen shake event typedef struct { unsigned short amplitude; // FIXED 4.12 amount of shake unsigned short duration; // FIXED 4.12 seconds duration unsigned short frequency; // FIXED 8.8 noise frequency (low frequency is a jerk,high frequency is a rumble) } ScreenShake; // Fade in/out extern int gmsgFade; #define FFADE_IN 0x0000 // Just here so we don't pass 0 into the function #define FFADE_OUT 0x0001 // Fade out (not in) #define FFADE_MODULATE 0x0002 // Modulate (don't blend) #define FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received #define FFADE_LONGFADE 0x0008 // used to indicate the fade can be longer than 16 seconds (added for czero) // This structure is sent over the net to describe a screen fade event typedef struct { unsigned short duration; // FIXED 4.12 seconds duration unsigned short holdTime; // FIXED 4.12 seconds duration until reset (fade & hold) short fadeFlags; // flags byte r, g, b, a; // fade to color ( max alpha ) } ScreenFade; #endif // SHAKE_H