156 #define WD_WARP_OUT     2 
  196 #define WE_DEFAULT_NUM_STAGES                   2 
  204         int total_time_start;
 
  207         int stage_time_start;
 
  232 #define WE_BSG_NUM_STAGES                               2 
  237         int total_time_start;
 
  241         int stage_time_start;
 
  253         int shockwave_nframes;
 
  255         int shockwave_total_time;
 
  262         float   shockwave_radius;
 
  267         float snd_range_factor;
 
  274         WE_BSG(
object *n_objp, 
int n_direction);
 
  291 #define WE_HOMEWORLD_NUM_STAGES                 6 
  296         int total_time_start;
 
  300         int stage_time_start;
 
  313         float snd_range_factor;
 
  345         int total_time_start;
 
  350         float initial_velocity;
 
int getWarpPosition(vec3d *output)
 
void shipfx_blow_up_model(object *obj, int model, int submodel, int ndebris, vec3d *exp_center)
 
virtual int warpShipRender()
 
virtual int warpShipRender()
 
WE_Default(object *n_objp, int n_direction)
 
void shipfx_large_blowup_level_init()
 
WE_BSG(object *n_objp, int n_direction)
 
virtual int getWarpOrientation(matrix *output)
 
void shipfx_large_blowup_queue_render(draw_list *scene, ship *shipp)
 
float shipfx_calculate_warp_time(object *objp, int warp_dir)
 
void shipfx_large_blowup_init(ship *shipp)
 
int getWarpOrientation(matrix *output)
 
void shipfx_emit_spark(int n, int sn)
 
virtual int warpShipRender()
 
virtual int warpShipClip()
 
void shipfx_blow_off_subsystem(object *ship_obj, ship *ship_p, ship_subsys *subsys, vec3d *exp_center, bool no_explosion=false)
 
virtual int getWarpOrientation(matrix *output)
 
void shipfx_flash_create(object *objp, int model_num, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index)
 
virtual int getWarpPosition(vec3d *output)
 
virtual int warpFrame(float frametime)
 
WE_Hyperspace(object *n_objp, int n_direction)
 
void shipfx_do_damaged_arcs_frame(ship *shipp)
 
virtual int warpShipQueueRender(draw_list *scene)
 
void shipfx_start_cloak(ship *shipp, int warmup=5000, int recalc_transform=0, int device=0)
 
virtual int getWarpPosition(vec3d *output)
 
#define WE_BSG_NUM_STAGES
 
virtual int warpFrame(float frametime)
 
virtual int warpShipClip()
 
float shipfx_calc_visibility(object *obj, vec3d *view_pt)
 
#define WE_DEFAULT_NUM_STAGES
 
bool shipfx_in_shadow(object *src_obj)
 
int shipfx_large_blowup_do_frame(ship *shipp, float frametime)
 
int warpFrame(float frametime)
 
void shipfx_debris_limit_speed(struct debris *db, ship *shipp)
 
void shipfx_warpout_frame(object *objp, float frametime)
 
float shipfx_calculate_warp_dist(object *objp)
 
#define WE_HOMEWORLD_NUM_STAGES
 
void shipfx_warpin_frame(object *objp, float frametime)
 
void do_sub_expl_sound(float radius, vec3d *sound_pos, int *sound_handle)
 
virtual int warpFrame(float frametime)
 
void shipfx_warpout_start(object *objp)
 
GLint GLsizei GLsizei height
 
void shipfx_large_blowup_render(ship *shipp)
 
void shipfx_do_lightning_frame(ship *shipp)
 
void shipfx_engine_wash_level_init()
 
WE_Homeworld(object *n_objp, int n_direction)
 
void shipfx_blow_up_hull(object *obj, int model, vec3d *exp_center)
 
virtual int warpFrame(float frametime)
 
bool shipfx_eye_in_shadow(vec3d *eye_pos, object *src_obj, int sun_n)
 
GLsizei GLsizei GLuint * obj
 
void shipfx_stop_engine_wash_sound()
 
void shipfx_warpin_start(object *objp)
 
void shipfx_flash_do_frame(float frametime)
 
void shipfx_flash_light_model(object *objp, int model_num)
 
void shipfx_cloak_frame(ship *shipp, float frametime)
 
int getWarpPosition(vec3d *output)
 
void shipfx_stop_cloak(ship *shipp, int warpdown=5000)
 
virtual int warpShipClip()
 
bool shipfx_point_in_shadow(vec3d *p0, matrix *src_orient, vec3d *src_pos, float radius)
 
void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci)
 
int getWarpOrientation(matrix *output)