Nuclide
Software Development Kit for id Technology
fade.h
1/*
2 * Copyright (c) 2016-2022 Vera Visions LLC.
3 *
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
7 *
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
13 * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
14 * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
15*/
16
26void Fade_Reload(void);
28void Fade_Update(int x, int y, int w, int h);
30void Fade_StartDark(void);
32void Fade_Parse(void);
33 // end of fade
void Fade_StartDark(void)
Called by the worldspawn key "startdark" to gradually fade in the game view upon map start.
Definition: fade.qc:103
void Fade_Parse(void)
Called whenever the client receives a EV_FADE from the server.
Definition: fade.qc:116
void Fade_Reload(void)
Called upon every vid_reload to cache the material definitions required for fade effects.
Definition: fade.qc:54
void Fade_Update(int x, int y, int w, int h)
Called every frame to update the actively running fade effects.
Definition: fade.qc:62