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https://github.com/FWGS/xash3d-fwgs
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The `.editorconfig` file in this repo is configured to trim all trailing whitespace regardless of whether the line is modified. Trims all trailing whitespace in the repository to make the codebase easier to work with in editors that respect `.editorconfig`. `git blame` becomes less useful on these lines but it already isn't very useful. Commands: ``` find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ ```
196 lines
11 KiB
C
196 lines
11 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef R_EFX_H
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#define R_EFX_H
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// particle_t
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#if !defined( PARTICLEDEFH )
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#include "particledef.h"
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#endif
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// BEAM
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#if !defined( BEAMDEFH )
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#include "beamdef.h"
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#endif
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// dlight_t
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#if !defined ( DLIGHTH )
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#include "dlight.h"
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#endif
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// cl_entity_t
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#if !defined( CL_ENTITYH )
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#include "cl_entity.h"
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#endif
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/*
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// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
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// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
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color24 gTracerColors[] =
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{
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{ 255, 255, 255 }, // White
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{ 255, 0, 0 }, // Red
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{ 0, 255, 0 }, // Green
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{ 0, 0, 255 }, // Blue
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{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
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{ 255, 167, 17 }, // Yellow-orange sparks
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{ 255, 130, 90 }, // Yellowish streaks (garg)
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{ 55, 60, 144 }, // Blue egon streak
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{ 255, 130, 90 }, // More Yellowish streaks (garg)
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{ 255, 140, 90 }, // More Yellowish streaks (garg)
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{ 200, 130, 90 }, // More red streaks (garg)
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{ 255, 120, 70 }, // Darker red streaks (garg)
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};
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*/
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// Temporary entity array
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#define TENTPRIORITY_LOW 0
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#define TENTPRIORITY_HIGH 1
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// TEMPENTITY flags
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#define FTENT_NONE 0x00000000
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#define FTENT_SINEWAVE 0x00000001
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#define FTENT_GRAVITY 0x00000002
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#define FTENT_ROTATE 0x00000004
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#define FTENT_SLOWGRAVITY 0x00000008
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#define FTENT_SMOKETRAIL 0x00000010
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#define FTENT_COLLIDEWORLD 0x00000020
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#define FTENT_FLICKER 0x00000040
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#define FTENT_FADEOUT 0x00000080
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#define FTENT_SPRANIMATE 0x00000100
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#define FTENT_HITSOUND 0x00000200
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#define FTENT_SPIRAL 0x00000400
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#define FTENT_SPRCYCLE 0x00000800
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#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
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#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
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#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
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#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
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#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
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#define FTENT_SPARKSHOWER 0x00020000
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#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
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#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
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#define FTENT_SCALE 0x00100000 // An experiment
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struct pmtrace_s;
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typedef struct tempent_s
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{
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int flags;
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float die;
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float frameMax;
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float x;
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float y;
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float z;
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float fadeSpeed;
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float bounceFactor;
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int hitSound;
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void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr );
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void (*callback)( struct tempent_s *ent, float frametime, float currenttime );
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struct tempent_s *next;
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int priority;
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short clientIndex; // if attached, this is the index of the client to stick to
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// if COLLIDEALL, this is the index of the client to ignore
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// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
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vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
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cl_entity_t entity;
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// baseline.origin - velocity
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// baseline.renderamt - starting fadeout intensity
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// baseline.angles - angle velocity
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} TEMPENTITY;
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typedef struct efx_api_s efx_api_t;
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struct efx_api_s
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{
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particle_t *(*R_AllocParticle)( void (*callback)( struct particle_s *particle, float frametime ));
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void (*R_BlobExplosion)( const float *org );
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void (*R_Blood)( const float *org, const float *dir, int pcolor, int speed );
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void (*R_BloodSprite)( const float *org, int colorindex, int modelIndex, int modelIndex2, float size );
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void (*R_BloodStream)( const float *org, const float *dir, int pcolor, int speed );
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void (*R_BreakModel)( const float *pos, const float *size, const float *dir, float random, float life, int count, int modelIndex, char flags );
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void (*R_Bubbles)( const float *mins, const float *maxs, float height, int modelIndex, int count, float speed );
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void (*R_BubbleTrail)( const float *start, const float *end, float height, int modelIndex, int count, float speed );
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void (*R_BulletImpactParticles)( const float *pos );
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void (*R_EntityParticles)( struct cl_entity_s *ent );
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void (*R_Explosion)( float *pos, int model, float scale, float framerate, int flags );
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void (*R_FizzEffect)( struct cl_entity_s *pent, int modelIndex, int density );
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void (*R_FireField)( float *org, int radius, int modelIndex, int count, int flags, float life );
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void (*R_FlickerParticles)( const float *org );
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void (*R_FunnelSprite)( const float *org, int modelIndex, int reverse );
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void (*R_Implosion)( const float *end, float radius, int count, float life );
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void (*R_LargeFunnel)( const float *org, int reverse );
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void (*R_LavaSplash)( const float *org );
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void (*R_MultiGunshot)( const float *org, const float *dir, const float *noise, int count, int decalCount, int *decalIndices );
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void (*R_MuzzleFlash)( const float *pos1, int type );
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void (*R_ParticleBox)( const float *mins, const float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
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void (*R_ParticleBurst)( const float *pos, int size, int color, float life );
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void (*R_ParticleExplosion)( const float *org );
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void (*R_ParticleExplosion2)( const float *org, int colorStart, int colorLength );
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void (*R_ParticleLine)( const float *start, const float *end, unsigned char r, unsigned char g, unsigned char b, float life );
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void (*R_PlayerSprites)( int client, int modelIndex, int count, int size );
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void (*R_Projectile)( const float *origin, const float *velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
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void (*R_RicochetSound)( const float *pos );
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void (*R_RicochetSprite)( const float *pos, struct model_s *pmodel, float duration, float scale );
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void (*R_RocketFlare)( const float *pos );
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void (*R_RocketTrail)( float *start, float *end, int type );
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void (*R_RunParticleEffect)( const float *org, const float *dir, int color, int count );
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void (*R_ShowLine)( const float *start, const float *end );
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void (*R_SparkEffect)( const float *pos, int count, int velocityMin, int velocityMax );
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void (*R_SparkShower)( const float *pos );
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void (*R_SparkStreaks)( const float *pos, int count, int velocityMin, int velocityMax );
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void (*R_Spray)( const float *pos, const float *dir, int modelIndex, int count, int speed, int spread, int rendermode );
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void (*R_Sprite_Explode)( TEMPENTITY *pTemp, float scale, int flags );
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void (*R_Sprite_Smoke)( TEMPENTITY *pTemp, float scale );
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void (*R_Sprite_Spray)( const float *pos, const float *dir, int modelIndex, int count, int speed, int iRand );
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void (*R_Sprite_Trail)( int type, float *start, float *end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
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void (*R_Sprite_WallPuff)( TEMPENTITY *pTemp, float scale );
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void (*R_StreakSplash)( const float *pos, const float *dir, int color, int count, float speed, int velocityMin, int velocityMax );
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void (*R_TracerEffect)( const float *start, const float *end );
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void (*R_UserTracerParticle)( float *org, float *vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)( struct particle_s *particle ));
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particle_t *(*R_TracerParticles)( float *org, float *vel, float life );
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void (*R_TeleportSplash)( const float *org );
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void (*R_TempSphereModel)( const float *pos, float speed, float life, int count, int modelIndex );
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TEMPENTITY *(*R_TempModel)( const float *pos, const float *dir, const float *angles, float life, int modelIndex, int soundtype );
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TEMPENTITY *(*R_DefaultSprite)( const float *pos, int spriteIndex, float framerate );
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TEMPENTITY *(*R_TempSprite)( float *pos, const float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
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int (*Draw_DecalIndex)( int id );
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int (*Draw_DecalIndexFromName)( const char *name );
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void (*R_DecalShoot)( int textureIndex, int entity, int modelIndex, float *position, int flags );
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void (*R_AttachTentToPlayer)( int client, int modelIndex, float zoffset, float life );
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void (*R_KillAttachedTents)( int client );
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BEAM *(*R_BeamCirclePoints)( int type, float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*R_BeamEntPoint)( int startEnt, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*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 );
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BEAM *(*R_BeamFollow)( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
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void (*R_BeamKill)( int deadEntity );
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BEAM *(*R_BeamLightning)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
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BEAM *(*R_BeamPoints)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*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 );
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dlight_t *(*CL_AllocDlight)( int key );
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dlight_t *(*CL_AllocElight)( int key );
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TEMPENTITY *(*CL_TempEntAlloc)( const float *org, struct model_s *model );
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TEMPENTITY *(*CL_TempEntAllocNoModel)( const float *org );
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TEMPENTITY *(*CL_TempEntAllocHigh)( const float *org, struct model_s *model );
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TEMPENTITY *(*CL_TentEntAllocCustom)( const float *origin, struct model_s *model, int high, void (*callback)( struct tempent_s *ent, float frametime, float currenttime ));
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void (*R_GetPackedColor)( short *packed, short color );
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short (*R_LookupColor)( unsigned char r, unsigned char g, unsigned char b );
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void (*R_DecalRemoveAll)( int textureIndex ); // textureIndex points to the decal index in the array, not the actual texture index.
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void (*R_FireCustomDecal)( int textureIndex, int entity, int modelIndex, float *position, int flags, float scale );
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};
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#endif//R_EFX_H
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