/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __DECLFX_H__ #define __DECLFX_H__ /* =============================================================================== idDeclFX =============================================================================== */ enum { FX_LIGHT, FX_PARTICLE, FX_DECAL, FX_MODEL, FX_SOUND, FX_SHAKE, FX_ATTACHLIGHT, FX_ATTACHENTITY, FX_LAUNCH, FX_SHOCKWAVE }; // // single fx structure // typedef struct { int type; int sibling; idStr data; idStr name; idStr fire; #ifdef PREY // HUMANHEAD nla int useAxis; idVec3 dir; // HUMANHEAD END #endif float delay; float duration; float restart; float size; float fadeInTime; float fadeOutTime; float shakeTime; float shakeAmplitude; float shakeDistance; float shakeImpulse; float lightRadius; float rotate; float random1; float random2; idVec3 lightColor; idVec3 offset; idMat3 axis; bool soundStarted; bool shakeStarted; bool shakeFalloff; bool shakeIgnoreMaster; bool bindParticles; bool explicitAxis; bool noshadows; bool particleTrackVelocity; bool trackOrigin; } idFXSingleAction; #ifdef PREY enum fxAxis { AXIS_CURRENT, AXIS_NORMAL, AXIS_BOUNCE, AXIS_INCOMING, AXIS_CUSTOMLOCAL }; #endif // // grouped fx structures // class idDeclFX : public idDecl { public: virtual size_t Size( void ) const; virtual const char * DefaultDefinition( void ) const; virtual bool Parse( const char *text, const int textLength ); virtual void FreeData( void ); virtual void Print( void ) const; virtual void List( void ) const; idListevents; idStr joint; private: void ParseSingleFXAction( idLexer &src, idFXSingleAction& FXAction ); #ifdef PREY // HUMANHEAD nla void ParseUseAxis(idStr& text, idFXSingleAction& action) const; // HUMANHEAD END #endif }; #endif /* !__DECLFX_H__ */