engine/engine/common/particles.h

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#ifndef _PARTICLES_H_
#define _PARTICLES_H_
extern int pt_explosion,
pt_emp,
pt_pointfile,
pt_entityparticles,
pt_darkfield,
pt_blob,
pt_blood,
pt_lightningblood,
pt_gunshot,
pt_wizspike,
pt_knightspike,
pt_spike,
pt_superspike,
pt_lavasplash,
pt_teleportsplash,
pt_blasterparticles,
pt_torch,
pt_flame,
pt_bullet,
pt_superbullet,
pe_default;
extern int rt_rocket_trail,
rt_smoke,
rt_blood,
rt_tracer,
rt_slight_blood,
rt_tracer2,
rt_voor_trail,
rt_fireball,
rt_ice,
rt_spit,
rt_spell,
rt_vorpal,
rt_setstaff,
rt_magicmissile,
rt_boneshard,
rt_scarab,
rt_acidball,
rt_bloodshot,
rt_blastertrail,
rt_railtrail,
rt_bubbletrail;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
float color;
vec3_t rgb;
float alpha;
float scale;
vec3_t vel;
float angle;
float rotationspeed;
float nextemit;
// drivers never touch the following fields
struct particle_s *next;
float die;
} particle_t;
#define BS_LASTSEG 0x1 // no draw to next, no delete
#define BS_DEAD 0x2 // segment is dead
#define BS_NODRAW 0x4 // only used for lerp switching
typedef struct beamseg_s
{
particle_t *p;
struct beamseg_s *next; // next in beamseg list
int flags; // flags for beamseg
vec3_t dir;
float texture_s;
} beamseg_t;
#define PARTICLE_Z_CLIP 8.0
#define frandom() (rand()*(1.0f/RAND_MAX))
#define crandom() (rand()*(2.0f/RAND_MAX)-1.0f)
#define hrandom() (rand()*(1.0f/RAND_MAX)-0.5f)
#endif