@@ -125,23 +125,24 @@ typedef enum
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typedef struct _effect_def
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{
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- uint8_t control ; // Controls the bits above - essential,flips etc
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- uint8_t group ; // what group is it - explosion, building effect etc....
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- uint8_t type ; // what type is it within the group?
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- uint8_t frameNumber ; // what frame number is the imd on?
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- uint16_t size ; // Size in terms of percent of original imd.
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- uint8_t baseScale ; // if scaled, what's bottom line?
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- uint8_t specific ; // how many times has it bounced?
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- Vector3f position ; // world coordinates of the effect - floats on the PC.
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- Vector3f velocity ; // movement values per update
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- Vector3i rotation ; // current rotation - only for gravitons
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- Vector3i spin ; // rotation info for spinning things.
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- uint32_t birthTime ; // what time was it introduced into the world?
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- uint32_t lastFrame ; // when did we last update the frame?
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- uint16_t frameDelay ; // how many game ticks between each frame?
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- uint16_t lifeSpan ; // what is it's life expectancy?
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- uint16_t radius ; // Used for area effects
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- iIMDShape * imd ; // pointer to the imd the effect uses.
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+ uint8_t player ; // when the effect in question needs a player's color
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+ uint8_t control ; // Controls the bits above - essential,flips etc
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+ uint8_t group ; // what group is it - explosion, building effect etc....
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+ uint8_t type ; // what type is it within the group?
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+ uint8_t frameNumber ; // what frame number is the imd on?
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+ uint16_t size ; // Size in terms of percent of original imd.
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+ uint8_t baseScale ; // if scaled, what's bottom line?
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+ uint8_t specific ; // how many times has it bounced?
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+ Vector3f position ; // world coordinates of the effect - floats on the PC.
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+ Vector3f velocity ; // movement values per update
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+ Vector3i rotation ; // current rotation - only for gravitons
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+ Vector3i spin ; // rotation info for spinning things.
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+ uint32_t birthTime ; // what time was it introduced into the world?
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+ uint32_t lastFrame ; // when did we last update the frame?
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+ uint16_t frameDelay ; // how many game ticks between each frame?
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+ uint16_t lifeSpan ; // what is it's life expectancy?
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+ uint16_t radius ; // Used for area effects
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+ iIMDShape * imd ; // pointer to the imd the effect uses.
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} EFFECT ;
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/* Maximum number of effects in the world - need to investigate what this should be */
@@ -169,5 +170,6 @@ extern bool readFXData(const char* fileName);
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extern bool writeFXData (const char * fileName );
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extern void effectSetSize (UDWORD size );
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extern void effectSetLandLightSpec (LAND_LIGHT_SPEC spec );
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+ extern void SetEffectForPlayer (uint8_t player );
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#endif // __INCLUDED_SRC_EFFECTS_H__
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