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- #ifndef __WeaponEffectsParticleClusters_h__
- #define __WeaponEffectsParticleClusters_h__
-
-
- #include "ParticleCluster.h"
-
- #include "ChaingunShot.h"
- #include "PlasmagunShot.h"
- #include "Model.h"
-
- class ChaingunMuzzleFlashParticleCluster: public ParticleCluster{
- public:
- vec3_t dir, up, left;
- Model* model;
- int clientId;
- int weaponId;
-
- ChaingunMuzzleFlashParticleCluster(ChaingunShot* shot);
- ~ChaingunMuzzleFlashParticleCluster();
-
- void render();
- };
-
- class ChaingunImpactParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- ChaingunImpactParticleCluster(ChaingunShot* shot, vec3_t pos);
- ~ChaingunImpactParticleCluster();
-
- void render();
- };
-
- class ChaingunRicochetParticleCluster: public ParticleCluster{
- public:
- vec3_t pos2, dir;
- Shader* shader;
-
- ChaingunRicochetParticleCluster(vec3_t pos1, vec3_t pos2);
- ~ChaingunRicochetParticleCluster();
-
- void render();
- };
-
- class ChaingunMarkParticleCluster: public ParticleCluster{
- public:
- vec3_t p1, p2, p3, p4;
- Shader* shader;
-
- ChaingunMarkParticleCluster(vec3_t pos, Face* face);
- ~ChaingunMarkParticleCluster();
-
- void render();
- };
-
-
-
-
- class PlasmagunImpactParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- PlasmagunImpactParticleCluster(PlasmagunShot* shot, vec3_t pos);
- ~PlasmagunImpactParticleCluster();
-
- void render();
- };
-
- class PlasmagunMarkParticleCluster: public ParticleCluster{
- public:
- vec3_t p1, p2, p3, p4;
- Shader* shader;
-
- PlasmagunMarkParticleCluster(vec3_t pos, Face* face);
- ~PlasmagunMarkParticleCluster();
-
- void render();
- };
-
-
-
-
- class LaserMarkParticleCluster: public ParticleCluster{
- public:
- vec3_t p1, p2, p3, p4;
- Shader* shader;
-
- LaserMarkParticleCluster(vec3_t pos, Face* face);
- ~LaserMarkParticleCluster();
-
- void render();
- };
-
-
-
-
- class RailgunTrailParticleCluster: public ParticleCluster{
- public:
- vec3_t pos2, dir;
- Shader* shader;
-
- RailgunTrailParticleCluster(vec3_t pos1, vec3_t pos2);
- ~RailgunTrailParticleCluster();
-
- void render();
- };
-
- class RailgunImpactParticleCluster: public ParticleCluster{
- public:
- Face* face;
- Shader* shader;
-
- RailgunImpactParticleCluster(vec3_t pos, Face* face);
- ~RailgunImpactParticleCluster();
-
- void render();
- };
-
- class RailgunMarkParticleCluster: public ParticleCluster{
- public:
- vec3_t p1, p2, p3, p4;
- Shader* shader;
-
- RailgunMarkParticleCluster(vec3_t pos, Face* face);
- ~RailgunMarkParticleCluster();
-
- void render();
- };
-
-
-
- class TinyExplosionParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- TinyExplosionParticleCluster(vec3_t pos);
- ~TinyExplosionParticleCluster();
-
- void render();
- };
-
- class SmallExplosionParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- SmallExplosionParticleCluster(vec3_t pos);
- ~SmallExplosionParticleCluster();
-
- void render();
- };
-
- class MediumExplosionParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- MediumExplosionParticleCluster(vec3_t pos);
- ~MediumExplosionParticleCluster();
-
- void render();
- };
-
- class BigExplosionParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- BigExplosionParticleCluster(vec3_t pos);
- ~BigExplosionParticleCluster();
-
- void render();
- };
-
-
- class SmallSmokePuffParticleCluster: public ParticleCluster{
- public:
- Shader* shader;
-
- SmallSmokePuffParticleCluster(vec3_t pos);
- ~SmallSmokePuffParticleCluster();
-
- void render();
- };
-
-
- #endif /* __WeaponEffectsParticleClusters_h__ */
-