nuclide/src/client/fade.h

25 lines
1.2 KiB
C

/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/** Called upon every vid_reload to cache the material definitions required for fade effects. */
void Fade_Reload(void);
/** Called every frame to update the actively running fade effects. */
void Fade_Update(int x, int y, int w, int h);
/** Called by the worldspawn key "startdark" to gradually fade in the game view upon map start. */
void Fade_StartDark(void);
/** Called whenever the client receives a EV_FADE from the server. */
void Fade_Parse(void);