51typedef struct particletype_s
80typedef struct particle_s
117 unsigned char staincolor[3];
125particle_t *
CL_NewParticle(
const vec3_t sortorigin,
unsigned short ptypeindex,
int pcolor1,
int pcolor2,
int ptex,
float psize,
float psizeincrease,
float palpha,
float palphafade,
float pgravity,
float pbounce,
float px,
float py,
float pz,
float pvx,
float pvy,
float pvz,
float pairfriction,
float pliquidfriction,
float originjitter,
float velocityjitter,
qbool pqualityreduction,
float lifetime,
float stretch,
pblend_t blendmode,
porientation_t orientation,
int staincolor1,
int staincolor2,
int staintex,
float stainalpha,
float stainsize,
float angle,
float spin,
float tint[4]);
126particle_t *
CL_NewQuakeParticle(
const vec3_t origin,
const unsigned short ptypeindex,
const int color_1,
const int color_2,
const float gravity,
const float offset_x,
const float offset_y,
const float offset_z,
const float velocity_offset_x,
const float velocity_offset_y,
const float velocity_offset_z,
const float air_friction,
const float liquid_friction,
const float origin_jitter,
const float velocity_jitter,
const float lifetime);
128typedef enum effectnameindex_s
173void CL_ParticleTrail(
int effectindex,
float pcount,
const vec3_t originmins,
const vec3_t originmaxs,
const vec3_t velocitymins,
const vec3_t velocitymaxs,
struct entity_s *ent,
int palettecolor,
qbool spawndlight,
qbool spawnparticles,
float tintmins[4],
float tintmaxs[4],
float fade);
174void CL_ParticleBox(
int effectindex,
float pcount,
const vec3_t originmins,
const vec3_t originmaxs,
const vec3_t velocitymins,
const vec3_t velocitymaxs,
struct entity_s *ent,
int palettecolor,
qbool spawndlight,
qbool spawnparticles,
float tintmins[4],
float tintmaxs[4],
float fade);
struct cvar_s cl_particles_blood_decal_scalemax
struct cvar_s cl_particles_smoke_alphafade
struct cvar_s cl_particles_blood
struct cvar_s cl_particles_quake
const char * CL_ParticleEffectNameForIndex(int i)
struct cvar_s cl_particles_bubbles
struct cvar_s cl_particles_blood_decal_scalemin
particle_t * CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qbool pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex, float stainalpha, float stainsize, float angle, float spin, float tint[4])
Creates a new particle and returns a pointer to it.
void CL_Particles_Init(void)
struct cvar_s cl_particles_quality
void CL_ParticleRain(const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
int CL_ParticleEffectIndexForName(const char *name)
void CL_Particles_Clear(void)
struct cvar_s cl_particles_blood_bloodhack
struct cvar_s cl_decals_fadetime
struct cvar_s cl_particles_sparks
struct cvar_s cl_particles
@ EFFECT_TE_SUPERSPIKEQUAD
@ EFFECT_TE_EXPLOSIONQUAD
@ EFFECT_TE_TEI_PLASMAHIT
@ EFFECT_TE_TEI_BIGEXPLOSION
void CL_ParticleExplosion2(const vec3_t org, int colorStart, int colorLength)
void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, struct entity_s *ent, int palettecolor)
void CL_ParticleTrail(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, struct entity_s *ent, int palettecolor, qbool spawndlight, qbool spawnparticles, float tintmins[4], float tintmaxs[4], float fade)
void CL_Particles_Shutdown(void)
void CL_ParticleCube(const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel)
particle_t * CL_NewQuakeParticle(const vec3_t origin, const unsigned short ptypeindex, const int color_1, const int color_2, const float gravity, const float offset_x, const float offset_y, const float offset_z, const float velocity_offset_x, const float velocity_offset_y, const float velocity_offset_z, const float air_friction, const float liquid_friction, const float origin_jitter, const float velocity_jitter, const float lifetime)
Creates a simple particle, a square like Quake, or a disc like GLQuake.
struct cvar_s cl_decals_time
void CL_ParticleExplosion(const vec3_t org)
struct cvar_s cl_particles_snow
void CL_EntityParticles(const struct entity_s *ent)
struct cvar_s cl_particles_size
void CL_ParseParticleEffect(void)
struct cvar_s cl_particles_smoke_alpha
struct cvar_s cl_particles_explosions_sparks
struct cvar_s cl_particles_blood_decal_alpha
@ PARTICLE_ORIENTED_DOUBLESIDED
struct cvar_s cl_particles_blood_alpha
struct cvar_s cl_particles_bulletimpacts
struct cvar_s cl_particles_rain
struct cvar_s cl_particles_smoke
void CL_ParticleBox(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, struct entity_s *ent, int palettecolor, qbool spawndlight, qbool spawnparticles, float tintmins[4], float tintmaxs[4], float fade)
struct cvar_s cl_particles_explosions_shell
GLenum GLenum GLsizei count
float alphafade
how much alpha reduces per second
float stretch
only for sparks
float die
time when this particle should be removed, regardless of alpha
float bounce
how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide,...
float airfriction
how much air friction affects this object (objects with a low mass/size ratio tend to get more air fr...
unsigned char orientation
float gravity
how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
vec3_t vel
velocity of particle, or orientation of decal, or end point of beam
vec3_t sortorigin
sort by this group origin, not particle org
unsigned char qualityreduction
enables skipping of this particle according to r_refdef.view.qualityreduction
float sizeincrease
rate of size change per second
float liquidfriction
how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liq...
float delayedspawn
time that particle appears and begins moving
float time2
used for snow fluttering, decal fade, explosion colour ramp
short spin
geometry rotation speed around the particle center normal
short angle
base rotation of particle
porientation_t orientation