/* * 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_