Files
GTASource/game/vfx/VfxImmediateInterface.h
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

43 lines
5.5 KiB
C++

#ifndef _VFXIMMEDIATEINTERFACE_H_
#define _VFXIMMEDIATEINTERFACE_H_
#include "control/replay/ReplaySettings.h"
#if GTA_REPLAY
#include "systems/VfxWater.h"
class CVfxImmediateInterface
{
public:
static void TriggerPtFxSplashHeliBlade(CEntity* pParent, Vec3V_In vPos) { g_vfxWater.TriggerPtFxSplashHeliBlade(pParent, vPos); }
// ped splash ptfx
static void TriggerPtFxSplashPedIn (CPed* pPed, const CVfxPedInfo* pVfxPedInfo, const VfxPedSkeletonBoneInfo* pSkeletonBoneInfo, const VfxPedBoneWaterInfo* pBoneWaterInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, s32 boneIndex, Vec3V_In vBoneDir, float boneSpeed, bool isPlayerVfx) { g_vfxWater.TriggerPtFxSplashPedIn(pPed, pVfxPedInfo, pSkeletonBoneInfo, pBoneWaterInfo, pVfxWaterSampleData, boneIndex, vBoneDir, boneSpeed, isPlayerVfx); }
static void TriggerPtFxSplashPedOut (CPed* pPed, const CVfxPedInfo* pVfxPedInfo, const VfxPedSkeletonBoneInfo* pSkeletonBoneInfo, s32 boneIndex, Vec3V_In vBoneDir, float boneSpeed) { g_vfxWater.TriggerPtFxSplashPedOut(pPed, pVfxPedInfo, pSkeletonBoneInfo, boneIndex, vBoneDir, boneSpeed); }
static void UpdatePtFxSplashPedWade (CPed* pPed, const CVfxPedInfo* pVfxPedInfo, const VfxPedSkeletonBoneInfo* pSkeletonBoneInfo, const VfxPedBoneWaterInfo* pBoneWaterInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vBoneDir, float boneSpeed, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashPedWade(pPed, pVfxPedInfo, pSkeletonBoneInfo, pBoneWaterInfo, pVfxWaterSampleData, vRiverVel, vBoneDir, boneSpeed, ptFxOffset); }
static void UpdatePtFxSplashPedTrail (CPed* pPed, const CVfxPedInfo* pVfxPedInfo, const VfxPedSkeletonBoneInfo* pSkeletonBoneInfo, const VfxPedBoneWaterInfo* pBoneWaterInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vBoneDir, float boneSpeed, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashPedTrail(pPed, pVfxPedInfo, pSkeletonBoneInfo, pBoneWaterInfo, pVfxWaterSampleData, vRiverVel, vBoneDir, boneSpeed, ptFxOffset); }
// vehicle splash ptfx
static void TriggerPtFxSplashVehicleIn (CVehicle* pVehicle, const CVfxVehicleInfo* pVfxVehicleInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vLateralDir, float lateralSpeed, float downwardSpeed) { g_vfxWater.TriggerPtFxSplashVehicleIn(pVehicle, pVfxVehicleInfo, pVfxWaterSampleData, vLateralDir, lateralSpeed, downwardSpeed); }
static void TriggerPtFxSplashVehicleOut (CVehicle* pVehicle, const CVfxVehicleInfo* pVfxVehicleInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vLateralDir, float lateralSpeed, float upwardSpeed) { g_vfxWater.TriggerPtFxSplashVehicleOut(pVehicle, pVfxVehicleInfo, pVfxWaterSampleData, vLateralDir, lateralSpeed, upwardSpeed); }
static void UpdatePtFxSplashVehicleWade (CVehicle* pVehicle, const CVfxVehicleInfo* pVfxVehicleInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vLateralVel, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashVehicleWade(pVehicle, pVfxVehicleInfo, pVfxWaterSampleData, vRiverVel, vLateralVel, ptFxOffset); }
static void UpdatePtFxSplashVehicleTrail(CVehicle* pVehicle, const CVfxVehicleInfo* pVfxVehicleInfo, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vLateralVel, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashVehicleTrail(pVehicle, pVfxVehicleInfo, pVfxWaterSampleData, vRiverVel, vLateralVel, ptFxOffset); }
// object splash ptfx
static void TriggerPtFxSplashObjectIn (CObject* pObject, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vLateralDir, float lateralSpeed, float downwardSpeed) { g_vfxWater.TriggerPtFxSplashObjectIn(pObject, pVfxWaterSampleData, vLateralDir, lateralSpeed, downwardSpeed); }
static void TriggerPtFxSplashObjectOut (CObject* pObject, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vLateralDir, float lateralSpeed, float upwardSpeed) { g_vfxWater.TriggerPtFxSplashObjectOut(pObject, pVfxWaterSampleData, vLateralDir, lateralSpeed, upwardSpeed); }
static void UpdatePtFxSplashObjectWade (CObject* pObject, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vLateralVel, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashObjectWade(pObject, pVfxWaterSampleData, vRiverVel, vLateralVel, ptFxOffset); }
static void UpdatePtFxSplashObjectTrail (CObject* pObject, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vRiverVel, Vec3V_In vLateralVel, s32 ptFxOffset) { g_vfxWater.UpdatePtFxSplashObjectTrail(pObject, pVfxWaterSampleData, vRiverVel, vLateralVel, ptFxOffset); }
// boat ptfx
static void UpdatePtFxBoatBow (CVehicle* pBoat, const CVfxVehicleInfo* pVfxVehicleInfo, s32 registerOffset, const VfxWaterSampleData_s* pVfxWaterSampleData, Vec3V_In vDir, bool goingForward) { g_vfxWater.UpdatePtFxBoatBow(pBoat, pVfxVehicleInfo, registerOffset, pVfxWaterSampleData, vDir, goingForward); }
static void UpdatePtFxBoatWash (CVehicle* pBoat, const CVfxVehicleInfo* pVfxVehicleInfo, s32 registerOffset, const VfxWaterSampleData_s* pVfxWaterSampleData) { g_vfxWater.UpdatePtFxBoatWash(pBoat, pVfxVehicleInfo, registerOffset, pVfxWaterSampleData); }
static void TriggerPtFxBoatEntry (CVehicle* pBoat, const CVfxVehicleInfo* pVfxVehicleInfo, Vec3V_In vPos) { g_vfxWater.TriggerPtFxBoatEntry(pBoat, pVfxVehicleInfo, vPos); }
static void TriggerPtFxBoatExit (CVehicle* pBoat, const CVfxVehicleInfo* pVfxVehicleInfo, Vec3V_In vPos) { g_vfxWater.TriggerPtFxBoatExit(pBoat, pVfxVehicleInfo, vPos); }
};
#endif // GTA_REPLAY
#endif // _VFXIMMEDIATEINTERFACE_H_