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| author | Felix Morgner <felix.morgner@gmail.com> | 2026-08-24 11:16:07 +0200 |
|---|---|---|
| committer | Felix Morgner <felix.morgner@gmail.com> | 2026-08-24 11:16:07 +0200 |
| commit | c068f22329d5cc722622a2183bbb22eef2093df7 (patch) | |
| tree | 12d56c1aede67988a55e241364606bfbb4dba933 /src/parsec/include/g_wfx.h | |
| download | openparsec-c068f22329d5cc722622a2183bbb22eef2093df7.tar.xz openparsec-c068f22329d5cc722622a2183bbb22eef2093df7.zip | |
Diffstat (limited to 'src/parsec/include/g_wfx.h')
| -rw-r--r-- | src/parsec/include/g_wfx.h | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/src/parsec/include/g_wfx.h b/src/parsec/include/g_wfx.h new file mode 100644 index 0000000..4385d16 --- /dev/null +++ b/src/parsec/include/g_wfx.h @@ -0,0 +1,51 @@ +/* + * PARSEC HEADER: part_wfx.h + */ + +#ifndef _PART_WFX_H_ +#define _PART_WFX_H_ + + +// constants for particle weapons + +enum { + + PARTICLEGUN_SPREADFIRE +}; + + +// external functions + +void WFX_InitParticleSizes( float resoscale ); + +int WFX_ShootParticleWeapon( ShipObject *shippo, int type ); +void WFX_RemoteShootSpreadfire( int playerid ); + +int WFX_MaintainHelix( ShipObject *shippo, int playerid ); +int WFX_ActivateHelix( ShipObject *shippo ); +void WFX_DeactivateHelix( ShipObject *shippo ); +void WFX_RemoteActivateHelix( int playerid ); +void WFX_RemoteDeactivateHelix( int playerid ); +void WFX_EnsureHelixInactive( ShipObject *shippo ); + +void WFX_MaintainLightning( ShipObject *shippo ); +int WFX_ActivateLightning( ShipObject *shippo ); +void WFX_DeactivateLightning( ShipObject *shippo ); +void WFX_RemoteActivateLightning( int playerid ); +void WFX_RemoteDeactivateLightning( int playerid ); +void WFX_EnsureLightningInactive( ShipObject *shippo ); + +struct photon_sphere_pcluster_s; +void WFX_CalcPhotonSphereAnimation( photon_sphere_pcluster_s *cluster ); +int WFX_ActivatePhoton( ShipObject *shippo ); +void WFX_DeactivatePhoton( ShipObject *shippo ); +void WFX_RemoteActivatePhoton( int playerid ); +void WFX_RemoteDeactivatePhoton( int playerid ); +void WFX_EnsurePhotonInactive( ShipObject *shippo ); + +void WFX_EnsureParticleWeaponsInactive( ShipObject *shippo ); + + +#endif // _PART_WFX_H_ + + |
