12 #ifndef __FS2_NEBULA_LIGHTNING_HEADER_FILE
13 #define __FS2_NEBULA_LIGHTNING_HEADER_FILE
22 #define MAX_LIGHTNING_NODES 500
23 #define MAX_LIGHTNING_BOLTS 10
24 #define MAX_BOLT_TYPES_PER_STORM 10
SCP_vector< storm_type > Storm_types
void nebl_jitter(l_bolt *b)
GLint GLint GLsizei GLsizei GLsizei depth
void nebl_bolt(size_t type, vec3d *start, vec3d *strike)
size_t bolt_types[MAX_BOLT_TYPES_PER_STORM]
SCP_vector< bolt_type > Bolt_types
int nebl_get_active_bolts()
void nebl_set_storm(char *name)
GLboolean GLboolean GLboolean GLboolean a
struct l_section l_section
void nebl_render(bolt_type *bi, l_node *whee, float width, l_section *prev=NULL)
size_t nebl_get_storm_index(char *name)
int nebl_gen(vec3d *left, vec3d *right, float depth, float max_depth, int child, l_node **l_left, l_node **l_right)
void nebl_render_section(bolt_type *bi, l_section *a, l_section *b)
GLuint const GLchar * name
#define MAX_BOLT_TYPES_PER_STORM
GLboolean GLboolean GLboolean b
void nebl_release(l_node *bolt_head)
void nebl_calc_facing_pts_smart(vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add)
GLubyte GLubyte GLubyte GLubyte w
void nebl_generate_section(bolt_type *bi, float width, l_node *a, l_node *b, l_section *c, l_section *cap, int pinch_a, int pinch_b)
struct bolt_type bolt_type
void nebl_delete(l_node *lp)
struct storm_type storm_type
GLdouble GLdouble GLdouble GLdouble top
int nebl_get_active_nodes()
size_t nebl_get_bolt_index(char *name)