// init particle effects void DECL_DLL InitParticles(void); // close particle effects void DECL_DLL CloseParticles(void); // function for rendering local viewer particles void DECL_DLL Particles_ViewerLocal(CEntity *penView); // different particle effects void DECL_DLL Particles_RomboidTrail(CEntity *pen); void DECL_DLL Particles_RomboidTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BombTrail(CEntity *pen); void DECL_DLL Particles_BombTrail_Prepare(CEntity *pen); void DECL_DLL Particles_FirecrackerTrail(CEntity *pen); void DECL_DLL Particles_FirecrackerTrail_Prepare(CEntity *pen); void DECL_DLL Particles_SpiralTrail(CEntity *pen); void DECL_DLL Particles_SpiralTrail_Prepare(CEntity *pen); void DECL_DLL Particles_ColoredStarsTrail(CEntity *pen); void DECL_DLL Particles_ColoredStarsTrail_Prepare(CEntity *pen); void DECL_DLL Particles_WhiteLineTrail(CEntity *pen); void DECL_DLL Particles_WhiteLineTrail_Prepare(CEntity *pen); void DECL_DLL Particles_Fireball01Trail(CEntity *pen); void DECL_DLL Particles_Fireball01Trail_Prepare(CEntity *pen); void DECL_DLL Particles_GrenadeTrail(CEntity *pen); void DECL_DLL Particles_GrenadeTrail_Prepare(CEntity *pen); void DECL_DLL Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio); void DECL_DLL Particles_CannonBall_Prepare(CEntity *pen); void DECL_DLL Particles_LavaTrail(CEntity *pen); void DECL_DLL Particles_LavaTrail_Prepare(CEntity *pen); void DECL_DLL Particles_LavaBombTrail(CEntity *pen, FLOAT fSizeMultiplier); void DECL_DLL Particles_LavaBombTrail_Prepare(CEntity *pen); void DECL_DLL Particles_RocketTrail(CEntity *pen, FLOAT fStretch); void DECL_DLL Particles_RocketTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BloodTrail(CEntity *pen); void DECL_DLL Particles_FlameThrower(const CPlacement3D &plThis, const CPlacement3D &plOther, FLOAT fThisElapsed, FLOAT fOtherElapsed); void DECL_DLL Particles_Ghostbuster(const FLOAT3D &vSrc, const FLOAT3D &vDst, INDEX ctRays, FLOAT fSize, FLOAT fPower = 1.0f, FLOAT fKneeDivider = 33.3333333f); void DECL_DLL Particles_FlameThrower(const CPlacement3D &plThis, const CPlacement3D &plOther, FLOAT fThisElapsed, FLOAT fOtherElapsed); INDEX DECL_DLL Particles_FireBreath(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget, FLOAT tmStart, FLOAT tmStop); INDEX DECL_DLL Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fYFactor, BOOL bDeath); void DECL_DLL Particles_Stardust(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Rising(CEntity *pen, FLOAT m_fActivateTime, FLOAT m_fDeactivateTime, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Spiral(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Emanate(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Fountain(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Atomic(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_BloodSpray( enum SprayParticlesType sptType, CEntity *penSpray, FLOAT3D vGDir, FLOAT fGA, FLOATaabbox3D boxOwner, FLOAT3D vSpilDirection, FLOAT tmStarted, FLOAT fDamagePower); void DECL_DLL Particles_EmanatePlane(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ, FLOAT fParticleSize, FLOAT fAway, FLOAT fSpeed, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_WaterfallFoam(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ, FLOAT fParticleSize, FLOAT fSpeed, FLOAT fSpeedY, FLOAT fLife, INDEX ctParticles); void DECL_DLL Particles_SandFlow(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fBirthTime, FLOAT fDeathTime, INDEX ctParticles); void DECL_DLL Particles_WaterFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime, INDEX ctParticles); void DECL_DLL Particles_LavaFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime, INDEX ctParticles); void DECL_DLL Particles_Death(CEntity *pen, TIME tmStart); void DECL_DLL Particles_Appearing(CEntity *pen, TIME tmStart); void DECL_DLL Particles_ElectricitySparks( CEntity *pen, FLOAT fTimeAppear, FLOAT fSize, FLOAT fHeight, INDEX ctParticles); void DECL_DLL Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fActivateTime); void DECL_DLL Particles_BeastProjectileTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, INDEX ctParticles); void DECL_DLL Particles_BeastBigProjectileTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastBigProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fZOffset, FLOAT fYOffset, INDEX ctParticles); void DECL_DLL Particles_BeastProjectileDebrisTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastProjectileDebrisTrail(CEntity *pen, FLOAT fSizeMultiplier); void DECL_DLL Particles_Rain( CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor, CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap); void DECL_DLL Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids); void DECL_DLL Particles_Lightning( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fTimeStart); void DECL_DLL Particles_BulletSpray(CEntity *pen, FLOAT3D vGDir, enum EffectParticlesType eptType, FLOAT tmSpawn, FLOAT3D vDirection); void DECL_DLL Particles_MachineBullets( CEntity *pen, TIME tmStart, TIME tmEnd, FLOAT fFrequency); void DECL_DLL Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData); void DECL_DLL Particles_DestroyingObelisk(CEntity *penSpray, FLOAT tmStarted); void DECL_DLL Particles_DestroyingPylon(CEntity *penSpray, FLOAT3D vDamageDir, FLOAT tmStarted); void DECL_DLL Particles_HitGround(CEntity *penSpray, FLOAT tmStarted, FLOAT fSizeMultiplier); void DECL_DLL Particles_MetalParts( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage); void DECL_DLL Particles_DamageSmoke( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage); void DECL_DLL Particles_RunningDust_Prepare(CEntity *pen); void DECL_DLL Particles_RunningDust(CEntity *pen);