Structified A_SpawnParticle/Ex

This commit is contained in:
Ricardo Luís Vaz Silva 2022-11-11 11:02:01 -03:00 committed by Christoph Oelckers
commit cd46f97dcc
4 changed files with 88 additions and 1 deletions

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@ -88,7 +88,32 @@ particle_t *JitterParticle (FLevelLocals *Level, int ttl);
particle_t *JitterParticle (FLevelLocals *Level, int ttl, double drift);
void P_ThinkParticles (FLevelLocals *Level);
struct FSpawnParticleParams
{
int color;
FTextureID texture;
int style;
int flags;
int lifetime;
double size;
double sizestep;
DVector3 pos;
DVector3 vel;
DVector3 accel;
double startalpha;
double fadestep;
double startroll;
double rollvel;
double rollacc;
};
void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0, FTextureID texture = FNullTextureID(), ERenderStyle style = STYLE_None, double startroll = 0, double rollvel = 0, double rollacc = 0);
void P_InitEffects (void);
void P_RunEffect (AActor *actor, int effects);
@ -104,3 +129,4 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind);
void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor);