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* Make scripting use the full-blown particle system * Add reverse option * Add animation reversal as an option to modern particles * Start implementation of beam particles * Add multi-emission particle source API for legacy particles * Attach beam muzzle particles to the correct host * Reorder code in order to facilitate apparent visual size as modular curve input for particles * fix lua api * Typo * Fix scripting and beam muzzle particles * Remove muzzleflash code, prepare to replace with particles * Begin mflash effect conversion * Pass final parameters to mflashes and fix curve * Remove deprecated particle function * Add debris flame particles * remove weapon_explosion table * Convert shield explosion particles * Fix modular curve full inputs and convert particle curve inputs accordingly * Allow particle volume offset and rotation with curve-based rot around fvec * Add Ring and Point Volumes * Convert PSPEW to new system * Make particle curve timing aware of interp * Update todos * get rid of performance waste * Add last parameter for converted pspews * Fix pspew bugs * Fix direction for default pspew * Fix order for voluem rotation * particle vel interp * particle vel interp 2 * Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt * fix scripting particle lifetime * Allow beam muzzle particle override * Skip invalid pspews * remove pspew dcf code * Fix sparkler stretch * Correct sparkler bia * General sparkler weirdness * Tune distribution of sparklers * Convert Asteroid particles * Fix conversion warning * Fix conversion warning again * Fix conversion warning again again * Really clang?
37 lines
916 B
C++
37 lines
916 B
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef __FS2_MUZZLEFLASH_HEADER_FILE
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#define __FS2_MUZZLEFLASH_HEADER_FILE
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#include "physics/physics.h"
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#include "particle/ParticleManager.h"
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// ---------------------------------------------------------------------------------------------------------------------
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// MUZZLE FLASH DEFINES/VARS
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//
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// prototypes
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class object;
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struct vec3d;
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// ---------------------------------------------------------------------------------------------------------------------
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// MUZZLE FLASH FUNCTIONS
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//
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// initialize muzzle flash stuff for the whole game
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void mflash_game_init();
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// lookup type by name
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particle::ParticleEffectHandle mflash_lookup(const char *name);
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#endif
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