Files
astromaddie--HaloCE-VR/source/effects/player_effects.h
T
Jonas Volman 6bfd956737 Reconcile approved Halo fidelity packets and bounded data credit
Recover transparent geometry submit (+1,285 meaningful code, zero exact losses); reconcile COMMON ownership and Q10 85+EXT1 credit, actions/main data, and separately disclosed denominator corrections. Preserve canonical-only repairs and all held research. C09 is ordinary disclosed cleanup, not a claim of proven scaffolding intent. Clean rebuild, 1,663 tests, parks, audits, provider links and independent EXT1 check pass. Local reconciliation only.
2026-09-29 13:52:37 -07:00

103 lines
2.2 KiB
C

/*
PLAYER_EFFECTS.H
header included in hcex build.
*/
#ifndef __PLAYER_EFFECTS_H
#define __PLAYER_EFFECTS_H
#pragma once
/* ---------- headers */
#include "cseries/cseries.h"
#include "math/real_math.h"
struct screen_flash_definition;
struct render_screen_flash;
struct damage_data;
/* ---------- constants */
/* ---------- macros */
/* ---------- structures */
/* ---------- prototypes/PLAYER_EFFECTS.C */
/* ---------- globals */
/* ---------- public code */
void player_effect_initialize(
void);
void player_effect_dispose(
void);
void player_effect_initialize_for_new_map(
void);
void player_effect_dispose_from_old_map(
void);
void player_effect_add_continuous_effect(
short local_player_index,
long effect_index,
real distance);
void player_effect_update(
void);
void player_effect_continuous_refresh(
long definition_index,
real_point3d const *position);
void player_effect_screen_fade_in(
real red,
real green,
real blue,
short ticks);
void player_effect_screen_fade_out(
real red,
real green,
real blue,
short ticks);
void player_effect_get_damage_indicators(
short local_player_index,
byte *damage_indicators);
void player_effect_clear_damage_indicators(
short local_player_index);
void player_effect_get_screen_flash(
short local_player_index,
struct render_screen_flash *screen_flash);
void player_effect_get_camera_effect_matrix(
short local_player_index,
real_matrix4x3 *matrix);
void player_effect_start(
long player_index,
struct damage_data const *damage,
real_vector3d const *direction,
real scale,
real total_damage);
void scripted_player_effect_set_translation(
real horizontal,
real vertical,
real depth);
void scripted_player_effect_set_rotation(
real yaw,
real pitch,
real roll);
void scripted_player_effect_set_rumble(
real left_motor,
real right_motor);
void scripted_player_effect_start(
real maximum_intensity,
real attack_time);
void scripted_player_effect_stop(
real duration);
void player_effect_screen_flash(
long player_index,
struct screen_flash_definition const *screen_flash,
real scale);
void player_telefrag_effect_stop(
long player_index);
void player_telefrag_effect_start(
long player_index,
real intensity);
#endif // __PLAYER_EFFECTS_H