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cl_effect_H2.h
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#ifndef CL_EFFECT_H2
#define CL_EFFECT_H2
#define MAX_EFFECTS 256
// Types for various chunks
#define THINGTYPE_GREYSTONE 1
#define THINGTYPE_WOOD 2
#define THINGTYPE_METAL 3
#define THINGTYPE_FLESH 4
#define THINGTYPE_FIRE 5
#define THINGTYPE_CLAY 6
#define THINGTYPE_LEAVES 7
#define THINGTYPE_HAY 8
#define THINGTYPE_BROWNSTONE 9
#define THINGTYPE_CLOTH 10
#define THINGTYPE_WOOD_LEAF 11
#define THINGTYPE_WOOD_METAL 12
#define THINGTYPE_WOOD_STONE 13
#define THINGTYPE_METAL_STONE 14
#define THINGTYPE_METAL_CLOTH 15
#define THINGTYPE_WEBS 16
#define THINGTYPE_GLASS 17
#define THINGTYPE_ICE 18
#define THINGTYPE_CLEARGLASS 19
#define THINGTYPE_REDGLASS 20
#define THINGTYPE_ACID 21
#define THINGTYPE_METEOR 22
#define THINGTYPE_GREENFLESH 23
#define THINGTYPE_BONE 24
#if defined(_WIN32) && defined(_MSC_VER)
# pragma warning (disable : 4201)
#endif
struct effect_t
{
int type;
float expire_time;
union
{
struct
{
vec3_t e_size, dir, min_org, max_org;
float next_time,wait;
int color, count , veer , flags;
} Rain;
struct
{
vec3_t pos,angle,movedir;
vec3_t vforward,vup,vright;
int color,cnt;
} Fountain;
struct
{
vec3_t origin;
float radius;
} Quake;
struct
{
vec3_t origin;
vec3_t velocity;
int entity_index;
float time_amount,framelength,frame;
} Smoke;
struct
{
vec3_t origin;
int entity_index;
float time_amount;
int reverse; // Forward animation has been run, now go backwards
} Flash;
struct
{
vec3_t origin;
int entity_index[13];
float time_amount;
int stage;
int color;
float lifetime;
} RD; // Rider Death
struct
{
int entity_index[16];
vec3_t origin;
vec3_t velocity[16];
float time_amount,framelength;
float skinnum;
} Teleporter;
struct
{
vec3_t angle;
vec3_t origin;
vec3_t avelocity;
vec3_t velocity;
int entity_index;
float time_amount;
} Missile;
struct
{
int entity_index[16];
vec3_t velocity[16];
vec3_t avel[3];
vec3_t origin;
unsigned char type;
vec3_t srcVel;
unsigned char numChunks;
float time_amount;
float aveScale;
}Chunk;
};
};
void SV_ParseEffect (sizebuf_t *sb);
void SV_UpdateEffects (sizebuf_t *sb);
void SV_SaveEffects (FILE *FH);
void SV_LoadEffects (FILE *FH);
void CL_ClearEffects (void);
void CL_UpdateEffects (void);
#endif