Serious-Engine/Sources/EntitiesMP/BasicEffects.h

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2016-03-11 14:57:17 +01:00
/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#ifndef _EntitiesMP_BasicEffects_INCLUDED
#define _EntitiesMP_BasicEffects_INCLUDED 1
#include <EntitiesMP/Light.h>
extern DECL_DLL CEntityPropertyEnumType BasicEffectType_enum;
enum BasicEffectType {
BET_NONE = 0,
BET_ROCKET = 1,
BET_ROCKET_PLANE = 2,
BET_GRENADE = 3,
BET_GRENADE_PLANE = 4,
BET_EXPLOSIONSTAIN = 5,
BET_SHOCKWAVE = 6,
BET_LASERWAVE = 7,
BET_BLOODSPILL = 10,
BET_BLOODSTAIN = 11,
BET_BLOODSTAINGROW = 19,
BET_BLOODEXPLODE = 12,
BET_CANNON = 13,
BET_CANNON_PLANE = 14,
BET_CANNONEXPLOSIONSTAIN = 15,
BET_CANNONSHOCKWAVE = 16,
BET_TELEPORT = 17,
BET_BOMB = 18,
BET_BULLETTRAIL = 20,
BET_GIZMO_SPLASH_FX = 21,
BET_GIZMOSTAIN = 22,
BET_BULLETSTAINSTONE = 30,
BET_BULLETSTAINSAND = 31,
BET_BULLETSTAINWATER = 32,
BET_BULLETSTAINUNDERWATER = 33,
BET_BULLETSTAINSTONENOSOUND = 34,
BET_BULLETSTAINSANDNOSOUND = 35,
BET_BULLETSTAINWATERNOSOUND = 36,
BET_BULLETSTAINUNDERWATERNOSOUND = 37,
BET_BULLETSTAINREDSAND = 38,
BET_BULLETSTAINREDSANDNOSOUND = 39,
BET_LIGHT_CANNON = 40,
BET_CANNON_NOLIGHT = 41,
BET_BULLETSTAINGRASS = 42,
BET_BULLETSTAINWOOD = 43,
BET_BULLETSTAINGRASSNOSOUND = 44,
BET_BULLETSTAINWOODNOSOUND = 45,
BET_EXPLOSION_DEBRIS = 46,
BET_EXPLOSION_SMOKE = 47,
BET_SUMMONERSTAREXPLOSION = 48,
BET_COLLECT_ENERGY = 49,
BET_GROWING_SWIRL = 50,
BET_DISAPPEAR_DUST = 52,
BET_DUST_FALL = 53,
BET_BULLETSTAINSNOW = 54,
BET_BULLETSTAINSNOWNOSOUND = 55,
};
DECL_DLL inline void ClearToDefault(BasicEffectType &e) { e = (BasicEffectType)0; } ;
#define EVENTCODE_ESpawnEffect 0x02590000
class DECL_DLL ESpawnEffect : public CEntityEvent {
public:
ESpawnEffect();
CEntityEvent *MakeCopy(void);
enum BasicEffectType betType;
FLOAT3D vNormal;
FLOAT3D vDirection;
FLOAT3D vStretch;
COLOR colMuliplier;
};
DECL_DLL inline void ClearToDefault(ESpawnEffect &e) { e = ESpawnEffect(); } ;
extern "C" DECL_DLL CDLLEntityClass CBasicEffect_DLLClass;
class CBasicEffect : public CRationalEntity {
public:
virtual CEntity *GetPredictionPair(void) { return m_penPrediction; };
virtual void SetPredictionPair(CEntity *penPair) { m_penPrediction = penPair; };
DECL_DLL virtual void SetDefaultProperties(void);
enum BasicEffectType m_betType;
FLOAT m_fWaitTime;
FLOAT m_fFadeTime;
BOOL m_bFade;
FLOAT m_fFadeStartTime;
FLOAT m_fFadeStartAlpha;
FLOAT3D m_vNormal;
FLOAT3D m_vStretch;
FLOAT3D m_vDirection;
FLOAT m_fDepthSortOffset;
FLOAT m_fFadeInSpeed;
FLOAT m_tmSpawn;
FLOAT m_tmWaitAfterDeath;
BOOL m_bLightSource;
CAnimObject m_aoLightAnimation;
INDEX m_iLightAnimation;
COLOR m_colMultiplyColor;
CSoundObject m_soEffect;
FLOAT m_fSoundTime;
enum EffectParticlesType m_eptType;
FLOAT m_tmWhenShot;
FLOAT3D m_vGravity;
CEntityPointer m_penPrediction;
CLightSource m_lsLightSource;
DECL_DLL void DumpSync_t(CTStream & strm,INDEX iExtensiveSyncCheck);
#line 336 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void Read_t(CTStream * istr);
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CLightSource * GetLightSource(void);
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void SetupLightSource(void);
#line 423 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void RenderParticles(void);
#line 476 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
BOOL AdjustShadingParameters(FLOAT3D & vLightDirection,COLOR & colLight,COLOR & colAmbient);
#line 496 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
FLOAT GetDepthSortOffset(void);
#line 507 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void SetNonLoopingTexAnims(void);
#line 517 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void SetNormalForHalfFaceForward(void);
#line 524 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void SetNormal(void);
#line 531 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void SetNormalWithRandomBanking(void);
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void FindGravityVectorFromSector(void);
#line 560 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void SetNormalAndDirection(void);
#line 587 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void RandomBanking(void);
#line 594 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void Stretch(void);
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void ParentToNearestPolygonAndStretch(void);
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void ProjectileExplosion(void);
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void ProjectilePlaneExplosion(void);
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void BombExplosion(void);
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void GizmoSplashFX(void);
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void ExplosionDebris(void);
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void CollectEnergy(void);
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void GrowingSwirl(void);
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void DisappearDust(void);
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void DustFall(void);
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void SniperResidue(void);
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void ExplosionSmoke(void);
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void GrenadeExplosion(void);
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void GrenadePlaneExplosion(void);
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void CannonExplosion(BOOL bLoVolume,BOOL bNoLight);
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void CannonPlaneExplosion(void);
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void Stain(void);
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void CannonStain(void);
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void ShockWave(void);
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void CannonShockWave(void);
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void LaserWave(void);
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void TeleportEffect(void);
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void SummonerStarExplosion();
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void BulletStainSand(BOOL bSound);
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void BulletStainRedSand(BOOL bSound);
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void BulletStainStone(BOOL bSound,BOOL bSmoke);
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void BulletStainWater(BOOL bSound);
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void BulletTrail(void);
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void BulletStainGrass(BOOL bSound);
#line 1100 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void BulletStainWood(BOOL bSound);
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void BulletStainSnow(BOOL bSound);
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void BloodExplode(void);
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void BloodStain(void);
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void BloodStainGrow(void);
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void GizmoStain(void);
#line 1301 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es"
void BloodSpill(COLOR colBloodSpillColor);
#define STATE_CBasicEffect_Main 1
BOOL
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Main(const CEntityEvent &__eeInput);
BOOL H0x02590001_Main_01(const CEntityEvent &__eeInput);
BOOL H0x02590002_Main_02(const CEntityEvent &__eeInput);
#define STATE_CBasicEffect_EffectLoop 0x02590003
BOOL
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EffectLoop(const CEntityEvent &__eeInput);
BOOL H0x02590004_EffectLoop_01(const CEntityEvent &__eeInput);
BOOL H0x02590005_EffectLoop_02(const CEntityEvent &__eeInput);
BOOL H0x02590006_EffectLoop_03(const CEntityEvent &__eeInput);
BOOL H0x02590007_EffectLoop_04(const CEntityEvent &__eeInput);
BOOL H0x02590008_EffectLoop_05(const CEntityEvent &__eeInput);
BOOL H0x02590009_EffectLoop_06(const CEntityEvent &__eeInput);
BOOL H0x0259000a_EffectLoop_07(const CEntityEvent &__eeInput);
BOOL H0x0259000b_EffectLoop_08(const CEntityEvent &__eeInput);
BOOL H0x0259000c_EffectLoop_09(const CEntityEvent &__eeInput);
BOOL H0x0259000d_EffectLoop_10(const CEntityEvent &__eeInput);
BOOL H0x0259000e_EffectLoop_11(const CEntityEvent &__eeInput);
BOOL H0x0259000f_EffectLoop_12(const CEntityEvent &__eeInput);
};
#endif // _EntitiesMP_BasicEffects_INCLUDED