/*** * * 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 // particle_t #include "particledef.h" // BEAM #include "beamdef.h" // dlight_t #include "dlight.h" // cl_entity_t #include "cl_entity.h" /* // FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one // that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings color24 gTracerColors[] = { { 255, 255, 255 }, // White { 255, 0, 0 }, // Red { 0, 255, 0 }, // Green { 0, 0, 255 }, // Blue { 0, 0, 0 }, // Tracer default, filled in from cvars, etc. { 255, 167, 17 }, // Yellow-orange sparks { 255, 130, 90 }, // Yellowish streaks (garg) { 55, 60, 144 }, // Blue egon streak { 255, 130, 90 }, // More Yellowish streaks (garg) { 255, 140, 90 }, // More Yellowish streaks (garg) { 200, 130, 90 }, // More red streaks (garg) { 255, 120, 70 }, // Darker red streaks (garg) }; */ // Temporary entity array #define TENTPRIORITY_LOW 0 #define TENTPRIORITY_HIGH 1 // TEMPENTITY flags #define FTENT_NONE 0x00000000 #define FTENT_SINEWAVE 0x00000001 #define FTENT_GRAVITY 0x00000002 #define FTENT_ROTATE 0x00000004 #define FTENT_SLOWGRAVITY 0x00000008 #define FTENT_SMOKETRAIL 0x00000010 #define FTENT_COLLIDEWORLD 0x00000020 #define FTENT_FLICKER 0x00000040 #define FTENT_FADEOUT 0x00000080 #define FTENT_SPRANIMATE 0x00000100 #define FTENT_HITSOUND 0x00000200 #define FTENT_SPIRAL 0x00000400 #define FTENT_SPRCYCLE 0x00000800 #define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes #define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw #define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything #define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner) #define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed #define FTENT_SPARKSHOWER 0x00020000 #define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things ) #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 ) typedef struct tempent_s { int flags; float die; float frameMax; float x; float y; float z; float fadeSpeed; float bounceFactor; int hitSound; void (*hitcallback)(struct tempent_s* ent, struct pmtrace_s* ptr); void (*callback)(struct tempent_s* ent, float frametime, float currenttime); struct tempent_s* next; int priority; short clientIndex; // if attached, this is the index of the client to stick to // if COLLIDEALL, this is the index of the client to ignore // TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex! Vector tentOffset; // if attached, client origin + tentOffset = tent origin. cl_entity_t entity; // baseline.origin - velocity // baseline.renderamt - starting fadeout intensity // baseline.angles - angle velocity } TEMPENTITY; typedef struct efx_api_s efx_api_t; struct efx_api_s { particle_t* (*R_AllocParticle)(void (*callback)(struct particle_s* particle, float frametime)); void (*R_BlobExplosion)(float* org); void (*R_Blood)(float* org, float* dir, int pcolor, int speed); void (*R_BloodSprite)(float* org, int colorindex, int modelIndex, int modelIndex2, float size); void (*R_BloodStream)(float* org, float* dir, int pcolor, int speed); void (*R_BreakModel)(float* pos, float* size, float* dir, float random, float life, int count, int modelIndex, char flags); void (*R_Bubbles)(float* mins, float* maxs, float height, int modelIndex, int count, float speed); void (*R_BubbleTrail)(float* start, float* end, float height, int modelIndex, int count, float speed); void (*R_BulletImpactParticles)(float* pos); void (*R_EntityParticles)(struct cl_entity_s* ent); void (*R_Explosion)(float* pos, int model, float scale, float framerate, int flags); void (*R_FizzEffect)(struct cl_entity_s* pent, int modelIndex, int density); void (*R_FireField)(float* org, int radius, int modelIndex, int count, int flags, float life); void (*R_FlickerParticles)(float* org); void (*R_FunnelSprite)(float* org, int modelIndex, int reverse); void (*R_Implosion)(float* end, float radius, int count, float life); void (*R_LargeFunnel)(float* org, int reverse); void (*R_LavaSplash)(float* org); void (*R_MultiGunshot)(float* org, float* dir, float* noise, int count, int decalCount, int* decalIndices); void (*R_MuzzleFlash)(float* pos1, int type); void (*R_ParticleBox)(float* mins, float* maxs, unsigned char r, unsigned char g, unsigned char b, float life); void (*R_ParticleBurst)(float* pos, int size, int color, float life); void (*R_ParticleExplosion)(float* org); void (*R_ParticleExplosion2)(float* org, int colorStart, int colorLength); void (*R_ParticleLine)(float* start, float* end, unsigned char r, unsigned char g, unsigned char b, float life); void (*R_PlayerSprites)(int client, int modelIndex, int count, int size); void (*R_Projectile)(float* origin, float* velocity, int modelIndex, int life, int owner, void (*hitcallback)(struct tempent_s* ent, struct pmtrace_s* ptr)); void (*R_RicochetSound)(float* pos); void (*R_RicochetSprite)(float* pos, struct model_s* pmodel, float duration, float scale); void (*R_RocketFlare)(float* pos); void (*R_RocketTrail)(float* start, float* end, int type); void (*R_RunParticleEffect)(float* org, float* dir, int color, int count); void (*R_ShowLine)(float* start, float* end); void (*R_SparkEffect)(float* pos, int count, int velocityMin, int velocityMax); void (*R_SparkShower)(float* pos); void (*R_SparkStreaks)(float* pos, int count, int velocityMin, int velocityMax); void (*R_Spray)(float* pos, float* dir, int modelIndex, int count, int speed, int spread, int rendermode); void (*R_Sprite_Explode)(TEMPENTITY* pTemp, float scale, int flags); void (*R_Sprite_Smoke)(TEMPENTITY* pTemp, float scale); void (*R_Sprite_Spray)(float* pos, float* dir, int modelIndex, int count, int speed, int iRand); void (*R_Sprite_Trail)(int type, float* start, float* end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed); void (*R_Sprite_WallPuff)(TEMPENTITY* pTemp, float scale); void (*R_StreakSplash)(float* pos, float* dir, int color, int count, float speed, int velocityMin, int velocityMax); void (*R_TracerEffect)(float* start, float* end); void (*R_UserTracerParticle)(float* org, float* vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)(struct particle_s* particle)); particle_t* (*R_TracerParticles)(float* org, float* vel, float life); void (*R_TeleportSplash)(float* org); void (*R_TempSphereModel)(float* pos, float speed, float life, int count, int modelIndex); TEMPENTITY* (*R_TempModel)(float* pos, float* dir, float* angles, float life, int modelIndex, int soundtype); TEMPENTITY* (*R_DefaultSprite)(float* pos, int spriteIndex, float framerate); TEMPENTITY* (*R_TempSprite)(float* pos, const float* dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags); int (*Draw_DecalIndex)(int id); int (*Draw_DecalIndexFromName)(char* name); void (*R_DecalShoot)(int textureIndex, int entity, int modelIndex, float* position, int flags); void (*R_AttachTentToPlayer)(int client, int modelIndex, float zoffset, float life); void (*R_KillAttachedTents)(int client); 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); 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); 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); BEAM* (*R_BeamFollow)(int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness); void (*R_BeamKill)(int deadEntity); BEAM* (*R_BeamLightning)(float* start, float* end, int modelIndex, float life, float width, float amplitude, float brightness, float speed); 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); 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); dlight_t* (*CL_AllocDlight)(int key); dlight_t* (*CL_AllocElight)(int key); TEMPENTITY* (*CL_TempEntAlloc)(float* org, struct model_s* model); TEMPENTITY* (*CL_TempEntAllocNoModel)(float* org); TEMPENTITY* (*CL_TempEntAllocHigh)(float* org, struct model_s* model); TEMPENTITY* (*CL_TentEntAllocCustom)(float* origin, struct model_s* model, int high, void (*callback)(struct tempent_s* ent, float frametime, float currenttime)); void (*R_GetPackedColor)(short* packed, short color); short (*R_LookupColor)(unsigned char r, unsigned char g, unsigned char b); void (*R_DecalRemoveAll)(int textureIndex); //textureIndex points to the decal index in the array, not the actual texture index. void (*R_FireCustomDecal)(int textureIndex, int entity, int modelIndex, float* position, int flags, float scale); }; extern efx_api_t efx;