codemp/cgame/fx_local.h

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00001 //
00002 // fx_*.c
00003 //
00004 
00005 // NOTENOTE This is not the best, DO NOT CHANGE THESE!
00006 #define FX_ALPHA_LINEAR         0x00000001
00007 #define FX_SIZE_LINEAR          0x00000100
00008 
00009 
00010 
00011 // Bryar
00012 void FX_BryarProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
00013 void FX_BryarAltProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
00014 void FX_BryarHitWall( vec3_t origin, vec3_t normal );
00015 void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
00016 void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00017 void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00018 
00019 // Blaster
00020 void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00021 void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
00022 void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
00023 void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00024 
00025 // Disruptor
00026 void FX_DisruptorMainShot( vec3_t start, vec3_t end );
00027 void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge );
00028 void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
00029 void FX_DisruptorAltHit( vec3_t origin, vec3_t normal );
00030 void FX_DisruptorHitWall( vec3_t origin, vec3_t normal );
00031 void FX_DisruptorHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00032 
00033 // Bowcaster
00034 void FX_BowcasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00035 void FX_BowcasterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00036 void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
00037 void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00038 
00039 // Heavy Repeater
00040 void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00041 void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00042 void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
00043 void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
00044 void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00045 void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00046 
00047 // DEMP2
00048 void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00049 void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
00050 void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00051 void FX_DEMP2_AltDetonate( vec3_t org, float size );
00052 
00053 // Golan Arms Flechette
00054 void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00055 void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
00056 void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
00057 void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00058 
00059 // Personal Rocket Launcher
00060 void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00061 void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
00062 void FX_RocketHitWall( vec3_t origin, vec3_t normal );
00063 void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );