00001
00002
00003
00004
00005
00006 #define FX_ALPHA_LINEAR 0x00000001
00007 #define FX_SIZE_LINEAR 0x00000100
00008
00009
00010
00011
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
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
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
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
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
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
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
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 );