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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
21 #define MAX_EFFECTS 110
23 //flags for eclips. If no flags are set, always plays
25 #define EF_CRITICAL 1 //this doesn't get played directly (only when mine critical)
26 #define EF_ONE_SHOT 2 //this is a special that gets played once
27 #define EF_STOPPED 4 //this has been stopped
29 typedef struct eclip {
30 vclip vc; //imbedded vclip
31 fix time_left; //for sequencing
32 int frame_count; //for sequencing
33 short changing_wall_texture; //Which element of Textures array to replace.
34 short changing_object_texture; //Which element of ObjBitmapPtrs array to replace.
35 int flags; //see above
36 int crit_clip; //use this clip instead of above one when mine critical
37 int dest_bm_num; //use this bitmap when monitor destroyed
38 int dest_vclip; //what vclip to play when exploding
39 int dest_eclip; //what eclip to play when exploding
40 fix dest_size; //3d size of explosion
41 int sound_num; //what sound this makes
42 int segnum,sidenum; //what seg & side, for one-shot clips
45 extern int Num_effects;
46 extern eclip Effects[MAX_EFFECTS];
48 // Set up special effects.
49 extern void init_special_effects();
51 // Clear any active one-shots
52 void reset_special_effects();
54 // Function called in game loop to do effects.
55 extern void do_special_effects();
58 extern void restore_effect_bitmap_icons();
60 //stop an effect from animating. Show first frame.
61 void stop_effect(int effect_num);
63 //restart a stopped effect
64 void restart_effect(int effect_num);
67 * reads an eclip structure from a CFILE
69 extern void eclip_read(eclip *ec, CFILE *fp);