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