2021-06-16 18:45:17 +03:00

156 lines
5.6 KiB
C++

#if !defined( FX_H )
#define FX_H
#ifdef _WIN32
#pragma once
#endif
#include "vector.h"
#include "c_pixel_visibility.h"
#include "mathlib.h"
typedef CBaseHandle ClientEntityHandle_t;
#include "smartptr.h"
class Vector;
class CGameTrace;
typedef CGameTrace 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);
void 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);
void UTIL_GetNormalizedColorTintAndLuminosity(const Vector& color, Vector* tint = NULL, float* luminosity = NULL);
bool EffectOccluded(const Vector& pos, pixelvis_handle_t* queryHandle = 0);
class CTeslaInfo
{
public:
Vector m_vPos;
QAngle m_vAngles;
int m_nEntIndex;
char* m_pszSpriteName;
float m_flBeamWidth;
int m_nBeams;
Vector m_vColor;
float m_flTimeVisible;
float m_flRadius;
};
void FX_Tesla(const CTeslaInfo& teslaInfo);
#include "particle_parse.h"
class CEffectData
{
public:
Vector m_vOrigin;
Vector m_vStart;
Vector m_vNormal;
QAngle m_vAngles;
int m_fFlags;
int m_nEntIndex;
float m_flScale;
float m_flMagnitude;
float m_flRadius;
int m_nAttachmentIndex;
short m_nSurfaceProp;
int m_nMaterial;
int m_nDamageType;
int m_nHitBox;
unsigned char m_nColor;
bool m_bCustomColors;
te_tf_particle_effects_colors_t m_CustomColors;
bool m_bControlPoint1;
te_tf_particle_effects_control_point_t m_ControlPoint1;
public:
CEffectData()
{
m_vOrigin.Init();
m_vStart.Init();
m_vNormal.Init();
m_vAngles.Init();
m_fFlags = 0;
m_nEntIndex = 0;
m_flScale = 1.f;
m_nAttachmentIndex = 0;
m_nSurfaceProp = 0;
m_flMagnitude = 0.0f;
m_flRadius = 0.0f;
m_nMaterial = 0;
m_nDamageType = 0;
m_nHitBox = 0;
m_nColor = 0;
m_bCustomColors = false;
m_CustomColors.m_vecColor1.Init(1.f, 1.f, 1.f);
m_CustomColors.m_vecColor2.Init(1.f, 1.f, 1.f);
m_bControlPoint1 = false;
m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN;
m_ControlPoint1.m_vecOffset.Init();
}
int GetEffectNameIndex() { return m_iEffectName; }
private:
int m_iEffectName;
};
#endif