/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Weapon/MuzzleFlash.h $ * $Revision: 2.6 $ * $Date: 2006-09-11 05:44:23 $ * $Author: taylor $ * * all sorts of cool stuff about ships * * $Log: not supported by cvs2svn $ * Revision 2.5 2005/10/30 06:44:59 wmcoolmon * Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes * * Revision 2.4 2005/07/13 03:35:30 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.3 2005/04/05 05:53:25 taylor * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) * * Revision 2.2 2004/08/11 05:06:36 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.1 2004/03/05 09:01:54 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.0 2002/06/03 04:02:29 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:13 mharris * Initial checkin - converted filenames and includes to lower case * * * 4 5/18/99 1:30p Dave * Added muzzle flash table stuff. * * 3 3/19/99 9:52a Dave * Checkin to repair massive source safe crash. Also added support for * pof-style nebulae, and some new weapons code. * * 2 1/08/99 2:08p Dave * Fixed software rendering for pofview. Super early support for AWACS and * beam weapons. * * * $NoKeywords: $ */ #ifndef __FS2_MUZZLEFLASH_HEADER_FILE #define __FS2_MUZZLEFLASH_HEADER_FILE #include "physics/physics.h" // --------------------------------------------------------------------------------------------------------------------- // MUZZLE FLASH DEFINES/VARS // // prototypes struct object; struct vec3d; // --------------------------------------------------------------------------------------------------------------------- // MUZZLE FLASH FUNCTIONS // // initialize muzzle flash stuff for the whole game void mflash_game_init(); // initialize muzzle flash stuff for the level void mflash_level_init(); // shutdown stuff for the level void mflash_level_close(); // create a muzzle flash on the guy void mflash_create(vec3d *gun_pos, vec3d *gun_dir, physics_info *pip, int mflash_type); // process muzzle flash stuff void mflash_process_all(); // render all muzzle flashes void mflash_render_all(); // lookup type by name int mflash_lookup(char *name); // mark as used void mflash_mark_as_used(int index = -1); // level page in void mflash_page_in(bool load_all = false); #endif