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/*
* 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_
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