//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #if !defined( FX_H ) #define FX_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" #include "particles_simple.h" #include "c_pixel_visibility.h" class Vector; class CGameTrace; typedef CGameTrace trace_t; //struct trace_t; enum { FX_ENERGYSPLASH_EXPLOSIVE = 0x1, FX_ENERGYSPLASH_SMOKE = 0x2, FX_ENERGYSPLASH_LITTLESPARKS = 0x4, FX_ENERGYSPLASH_BIGSPARKS = 0x8, FX_ENERGYSPLASH_BIGSPARKSCOLLIDE = 0x10, FX_ENERGYSPLASH_ENERGYBALLS = 0x20, FX_ENERGYSPLASH_DLIGHT = 0x40, FX_ENERGYSPLASH_DEFAULT = ~FX_ENERGYSPLASH_EXPLOSIVE, FX_ENERGYSPLASH_DEFAULT_EXPLOSIVE = ~0, }; bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, matrix3x4_t &transform ); bool FX_GetAttachmentTransform( ClientEntityHandle_t hEntity, int attachmentIndex, Vector *origin, QAngle *angles ); void FX_RicochetSound( const Vector& pos ); void FX_AntlionImpact( const Vector &pos, trace_t *tr ); void FX_DebrisFlecks( const Vector& origin, trace_t *trace, char materialType, int iScale, bool bNoFlecks = false ); void FX_Tracer( Vector& start, Vector& end, int velocity, bool makeWhiz = true ); void FX_GunshipTracer( Vector& start, Vector& end, int velocity, bool makeWhiz = true ); void FX_StriderTracer( Vector& start, Vector& end, int velocity, bool makeWhiz = true ); void FX_HunterTracer( Vector& start, Vector& end, int velocity, bool makeWhiz = true ); void FX_PlayerTracer( Vector& start, Vector& end ); void FX_BulletPass( Vector& start, Vector& end ); void FX_MetalSpark( const Vector &position, const Vector &direction, const Vector &surfaceNormal, int iScale = 1 ); void FX_MetalScrape( Vector &position, Vector &normal ); void FX_Sparks( const Vector &pos, int nMagnitude, int nTrailLength, const Vector &vecDir, float flWidth, float flMinSpeed, float flMaxSpeed, char *pSparkMaterial = NULL ); void FX_ElectricSpark( const Vector &pos, int nMagnitude, int nTrailLength, const Vector *vecDir ); void FX_BugBlood( Vector &pos, Vector &dir, Vector &vWorldMins, Vector &vWorldMaxs ); void FX_Blood( Vector &pos, Vector &dir, float r, float g, float b, float a ); void FX_CreateImpactDust( Vector &origin, Vector &normal ); void FX_EnergySplash( const Vector &pos, const Vector &normal, int nFlags = FX_ENERGYSPLASH_DEFAULT ); void FX_MicroExplosion( Vector &position, Vector &normal ); void FX_Explosion( Vector& origin, Vector& normal, char materialType ); void FX_ConcussiveExplosion( Vector& origin, Vector& normal ); void FX_DustImpact( const Vector &origin, trace_t *tr, int iScale ); void FX_DustImpact( const Vector &origin, trace_t *tr, float flScale ); void FX_MuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor = NULL, bool bOneFrame = false ); void FX_MuzzleEffectAttached( float scale, ClientEntityHandle_t hEntity, int attachmentIndex, unsigned char *pFlashColor = NULL, bool bOneFrame = false ); void FX_StriderMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor = NULL ); void FX_GunshipMuzzleEffect( const Vector &origin, const QAngle &angles, float scale, ClientEntityHandle_t hEntity, unsigned char *pFlashColor = NULL ); CSmartPtr FX_Smoke( const Vector &origin, const Vector &velocity, float scale, int numParticles, float flDietime, unsigned char *pColor, int iAlpha, const char *pMaterial, float flRoll, float flRollDelta ); void FX_Smoke( const Vector &origin, const QAngle &angles, float scale, int numParticles, unsigned char *pColor = NULL, int iAlpha = -1 ); void FX_Dust( const Vector &vecOrigin, const Vector &vecDirection, float flSize, float flSpeed ); void FX_CreateGaussExplosion( const Vector &pos, const Vector &dir, int type ); void FX_GaussTracer( Vector& start, Vector& end, int velocity, bool makeWhiz = true ); void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType ); // Lighting information utility void UTIL_GetNormalizedColorTintAndLuminosity( const Vector &color, Vector *tint = NULL, float *luminosity = NULL ); // Useful function for testing whether to draw noZ effects bool EffectOccluded( const Vector &pos, pixelvis_handle_t *queryHandle = 0 ); class CTeslaInfo { public: Vector m_vPos; QAngle m_vAngles; int m_nEntIndex; const char *m_pszSpriteName; float m_flBeamWidth; int m_nBeams; Vector m_vColor; float m_flTimeVisible; float m_flRadius; }; void FX_Tesla( const CTeslaInfo &teslaInfo ); extern ConVar r_decals; extern void FX_CacheMaterialHandles( void ); extern PMaterialHandle g_Mat_Fleck_Wood[2]; extern PMaterialHandle g_Mat_Fleck_Cement[2]; extern PMaterialHandle g_Mat_Fleck_Antlion[2]; extern PMaterialHandle g_Mat_Fleck_Tile[2]; extern PMaterialHandle g_Mat_DustPuff[2]; extern PMaterialHandle g_Mat_BloodPuff[2]; extern PMaterialHandle g_Mat_Fleck_Glass[2]; extern PMaterialHandle g_Mat_SMG_Muzzleflash[4]; extern PMaterialHandle g_Mat_Combine_Muzzleflash[3]; #endif // FX_H