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-rw-r--r--src/cgame/cg_local.h40
1 files changed, 40 insertions, 0 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index dc9af0e9..184c3830 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -72,6 +72,19 @@
#define NUM_CROSSHAIRS 10
+//TA: ripped from wolf source
+// Ridah, trails
+#define STYPE_STRETCH 0
+#define STYPE_REPEAT 1
+
+#define TJFL_FADEIN (1<<0)
+#define TJFL_CROSSOVER (1<<1)
+#define TJFL_NOCULL (1<<2)
+#define TJFL_FIXDISTORT (1<<3)
+#define TJFL_SPARKHEADFLARE (1<<4)
+#define TJFL_NOPOLYMERGE (1<<5)
+// done.
+
#define TEAM_OVERLAY_MAXNAME_WIDTH 12
#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
@@ -213,6 +226,7 @@ typedef struct markPoly_s {
typedef enum {
LE_MARK,
LE_EXPLOSION,
+ LE_LIGHTNING_BOLT, //wolf trail
LE_SPRITE_EXPLOSION,
LE_FRAGMENT,
LE_MOVE_SCALE_FADE,
@@ -1025,6 +1039,8 @@ typedef struct {
sfxHandle_t wstbimpdSound;
sfxHandle_t wstbactvSound;
+ //TA: for wolf trail effects
+ qhandle_t sparkFlareShader;
} cgMedia_t;
@@ -1519,6 +1535,30 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec,
qboolean isSprite );
+//TA: wolf tesla effect
+void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend,
+ int numBolts, float maxWidth, qboolean fade,
+ float startAlpha, int recursion, int randseed );
+
+// Ridah, trails
+//
+// cg_trails.c
+//
+int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime,
+ int sType, vec3_t pos, int trailLife, float alphaStart,
+ float alphaEnd, float startWidth, float endWidth, int flags,
+ vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed );
+int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
+ float alphaStart, float alphaEnd, float startWidth, float endWidth );
+int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
+ float alpha, float startWidth, float endWidth );
+int CG_AddFireJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
+ float alpha, float startWidth, float endWidth );
+void CG_AddTrails( void );
+void CG_ClearTrails( void );
+// done.
+
+
//
// cg_snapshot.c
//