Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#if !defined(PARTICLEDEF_H)
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#define PARTICLEDEF_H
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typedef enum
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{
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pt_static,
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pt_grav,
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pt_slowgrav,
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pt_fire,
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pt_explode,
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pt_explode2,
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pt_blob,
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pt_blob2,
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pt_vox_slowgrav,
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pt_vox_grav,
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pt_clientcustom, // Must have callback function specified
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pt_tracer // Always have callback
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} ptype_t;
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typedef struct particle_s
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{
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vec3_t org;
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short color;
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short packedColor;
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struct particle_s *next;
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vec3_t vel;
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float ramp;
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float die;
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ptype_t type;
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void (*deathfunc)( struct particle_s *particle );
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// for pt_clientcusttom, we'll call this function each frame
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void (*callback)( struct particle_s *particle, float frametime );
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// For deathfunc, etc.
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unsigned char context;
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} particle_t;
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#endif//PARTICLEDEF_H
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