World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
33 float scale,
int diffuse);
123 unsigned int uDiffuse,
137 unsigned int uDiffuse);
144 unsigned int uDiffuseColor,
unsigned int uFadeTime);
unsigned __int16 uint16_t
void AddProjectile(struct SpriteObject *a2, int a3, Texture *)
GLenum GLenum GLenum GLenum GLenum scale
unsigned int uNumVec4sInArray1
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
SpellFX_Billboard * pStru1
PlayerBuffAnim pPlayerBuffs[4]
int SpellFXFarClipAdjust(float a2)
void _4A75CC_single_spell_collision_particle(struct SpriteObject *a1, unsigned int uDiffuse, Texture *texture)
void _47829F_sphere_particle(float x_offset, float y_offset, float z_offset, float scale, int diffuse)
void _4A7F74(int x, int y, int z)
GLenum GLenum GLuint texture
void _4A7C07_stun_spell_fx(struct SpriteObject *a2)
ParticleEngine * particle_engine
void _4A7948_mind_blast_after_effect(struct SpriteObject *a1)
EGLSurface EGLint EGLint y
GLenum GLint GLint GLint srcY
static ParticleEngine * ResolveParticleEngine()
unsigned int _unused_uSpriteID_sp57c
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint dstZ
bool AddMobileLight(struct SpriteObject *a1, unsigned int uDiffuse, int uRadius)
void _4A73AA_hanging_trace_particles___like_fire_strike_ice_blast_etc(struct SpriteObject *a2, unsigned int uDiffuse, Texture *texture)
void _4A7688_fireball_collision_particle(struct SpriteObject *a2)
void DrawPlayerBuffAnims()
int SpellFXNearClipAdjust(float a2)
float _4A806F_get_mass_distortion_value(struct Actor *pActor)
void DoAddProjectile(float srcX, float srcY, float srcZ, float dstX, float dstY, float dstZ, Texture *)
ProjectileAnim pProjectiles[32]
bool RenderAsSprite(struct SpriteObject *a2)
void _4A78AE_sparks_spell(struct SpriteObject *a1)
GLenum GLint GLint GLint GLint srcZ
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
virtual ~SpellFX_Billboard()
unsigned int uNumVec3sInArray2
void FadeScreen__like_Turn_Undead_and_mb_Armageddon(unsigned int uDiffuseColor, unsigned int uFadeTime)
void SetPlayerBuffAnim(uint16_t uSpellID, uint16_t uPlayerID)
void RenderSpecialEffects()
void _4A77FD_implosion_particle_d3d(struct SpriteObject *a1)
void _4A7A66_miltiple_spell_collision_partifles___like_after_sparks_or_lightning(SpriteObject *a1, unsigned int uDiffuse, Texture *texture, float a4)
void _4A7E89_sparkles_on_actor_after_it_casts_buff(struct Actor *pActor, unsigned int uDiffuse)
int uSpellAnimTimeElapsed
int SpellFXViewTransform()