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/* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */
/*  »Project«   Teikitu Gaming System (TgS) (∂)
    »File«      TgS Effect - Billboard - Update.c
    »Author«    Andrew Aye (EMail: mailto:andrew.aye@gmail.com, Web: http://www.andrewaye.com)
    »Version«   4.51 / »GUID« A9981407-3EC9-42AF-8B6F-8BE6DD919615                                                                                                        */
/*   -------------------------------------------------------------------------------------------------------------------------------------------------------------------- */
/*  Copyright: © 2002-2017, Andrew Aye.  All Rights Reserved.
    This software is free for non-commercial use.  Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
      following conditions are met:
        Redistribution of source code must retain this copyright notice, this list of conditions and the following disclaimers.
        Redistribution in binary form must reproduce this copyright notice, this list of conditions and the following disclaimers in the documentation and other materials
          provided with the distribution.
    The name of the author may not be used to endorse or promote products derived from this software without specific prior written permission.
    The intellectual property rights of the algorithms used reside with Andrew Aye.
    You may not use this software, in whole or in part, in support of any commercial product without the express written consent of the author.
    There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is".                                                   */
/* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */

/* Beam Effect */
#define T_NAME( A, ... ) A##Beam##__VA_ARGS__
#define T_TYPE( A, ... ) A##BEAM##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Beam")
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Billboard Effect */
#define T_NAME( A, ... ) A##Billboard##__VA_ARGS__
#define T_TYPE( A, ... ) A##BILLBOARD##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Billboard")
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Decal Effect */
#define T_NAME( A, ... ) A##Decal##__VA_ARGS__
#define T_TYPE( A, ... ) A##DECAL##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Decal")
#define T_EFFECT_FRAME 0
#define T_EFFECT_PROCESS_COMMMAND 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Emitter Effect */
#define T_NAME( A, ... ) A##Emitter##__VA_ARGS__
#define T_TYPE( A, ... ) A##EMITTER##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Emitter")
#define T_EFFECT_TIME_DEFAULT 0
#define T_EFFECT_NOTIFY 1
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Glass Effect */
#define T_NAME( A, ... ) A##Glass##__VA_ARGS__
#define T_TYPE( A, ... ) A##GLASS##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Glass")
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* GIB Effect */
#define T_NAME( A, ... ) A##GIB##__VA_ARGS__
#define T_TYPE( A, ... ) A##GIB##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("GIB")
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Group Effect */
#define T_NAME( A, ... ) A##Group##__VA_ARGS__
#define T_TYPE( A, ... ) A##GROUP##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Group")
#define T_EFFECT_GROUP 1
#define T_EFFECT_TIME 0
#define T_EFFECT_SCENE 0
#define T_EFFECT_RENDER 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Light Effect */
#define T_NAME( A, ... ) A##Light##__VA_ARGS__
#define T_TYPE( A, ... ) A##LIGHT##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Light")
#define T_EFFECT_RENDER 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Liquid Effect */
#define T_NAME( A, ... ) A##Liquid##__VA_ARGS__
#define T_TYPE( A, ... ) A##LIQUID##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Liquid")
#define T_EFFECT_FRAME 0
#define T_EFFECT_PROCESS_COMMMAND 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Post Effect */
#define T_NAME( A, ... ) A##Post##__VA_ARGS__
#define T_TYPE( A, ... ) A##POST##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Post")
#define T_EFFECT_RENDER 0
#define T_EFFECT_FRAME 0
#define T_EFFECT_PROCESS_COMMMAND 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Sound Effect */
#define T_NAME( A, ... ) A##Sound##__VA_ARGS__
#define T_TYPE( A, ... ) A##SOUND##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Sound")
#define T_EFFECT_TIME 0
#define T_EFFECT_SCENE 0
#define T_EFFECT_RENDER 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"

/* Trail Effect */
#define T_NAME( A, ... ) A##Trail##__VA_ARGS__
#define T_TYPE( A, ... ) A##TRAIL##__VA_ARGS__
#define T_TEXT( ... ) __VA_ARGS__ TgT("Trail")
#define T_EFFECT_FRAME 0
#define T_EFFECT_TIME_DEFAULT 0
#define T_EFFECT_PROCESS_COMMMAND_DEFAULT 0
#include "TgS Effect - Effect - Type.h_inc"
#include "TgS Effect - Effect - Client.c_inc"