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https://github.com/scp-fs2open/fs2open.github.com.git
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92 lines
2.4 KiB
C
92 lines
2.4 KiB
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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/*
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* $Logfile: /Freespace2/code/Weapon/MuzzleFlash.h $
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* $Revision: 2.4 $
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* $Date: 2005-07-13 03:35:30 $
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* $Author: Goober5000 $
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*
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* all sorts of cool stuff about ships
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.3 2005/04/05 05:53:25 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 2.2 2004/08/11 05:06:36 Kazan
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* 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
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*
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* Revision 2.1 2004/03/05 09:01:54 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.0 2002/06/03 04:02:29 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:13 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 4 5/18/99 1:30p Dave
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* Added muzzle flash table stuff.
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*
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* 3 3/19/99 9:52a Dave
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* Checkin to repair massive source safe crash. Also added support for
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* pof-style nebulae, and some new weapons code.
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*
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* 2 1/08/99 2:08p Dave
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* Fixed software rendering for pofview. Super early support for AWACS and
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* beam weapons.
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*
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*
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* $NoKeywords: $
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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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// ---------------------------------------------------------------------------------------------------------------------
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// MUZZLE FLASH DEFINES/VARS
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//
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// prototypes
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struct object;
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struct vec3d;
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// muzzle flash types
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#define MAX_MUZZLE_FLASH_TYPES 10
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extern int Num_mflash_types;
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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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// initialize muzzle flash stuff for the level
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void mflash_level_init();
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// shutdown stuff for the level
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void mflash_level_close();
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// create a muzzle flash on the guy
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void mflash_create(vec3d *gun_pos, vec3d *gun_dir, int mflash_type);
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// process muzzle flash stuff
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void mflash_process_all();
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// render all muzzle flashes
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void mflash_render_all();
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// lookup type by name
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int mflash_lookup(char *name);
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#endif
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