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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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vfx.h
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1998-06-08
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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/vfx.h $
* $Revision: 2.1 $
* $Author: john $
* $Date: 1995/03/10 12:58:04 $
*
* Prototypes for vfx.c
*
* $Log: vfx.h $
* Revision 2.1 1995/03/10 12:58:04 john
* Added vfx_set_palette_sub function.
*
* Revision 2.0 1995/02/27 11:31:19 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.5 1994/12/28 10:43:02 john
* More VFX tweaking.
*
* Revision 1.4 1994/12/28 10:26:49 john
* Fixed some VFX problems.
*
* Revision 1.3 1994/09/20 19:36:01 matt
* Added seperate function to set palette
*
* Revision 1.2 1994/06/24 17:03:51 john
* Added VFX support. Also took all game sequencing stuff like
* EndGame out and put it into gameseq.c
*
* Revision 1.1 1994/06/23 09:14:16 john
* Initial revision
*
*
*/
#ifndef _VFX_H
#define _VFX_H
extern int Game_vfx_flag;
extern void vfx_init_graphics(); // Sets vfx to stereo mode
extern void vfx_close_graphics(); // Sets vfx to mono mode
extern void vfx_set_page(ubyte page); // 0 or 1
extern void vfx_init_positioning();
extern void vfx_close_positioning();
extern void vfx_read_positions(int *helmet_yaw, int *helment_pitch, int *helment_roll, int *puck_pitch, int *puck_roll, int *puck_buttons );
extern void vfx_set_palette(); //download palette into VFX
extern void vfx_set_palette_sub(ubyte * palette);
#endif