//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #if !defined(EFXH) #define EFXH #ifdef _WIN32 #pragma once #endif #include "iefx.h" class IMaterial; struct dlight_t; class CVEfx : public IVEfx { public: virtual ~CVEfx() {} virtual int Draw_DecalIndexFromName(char *name); virtual void DecalShoot(int textureIndex, int entity, const model_t *model, const Vector &model_origin, const QAngle &model_angles, const Vector &position, const Vector *saxis, int flags); virtual void DecalColorShoot(int textureIndex, int entity, const model_t *model, const Vector &model_origin, const QAngle &model_angles, const Vector &position, const Vector *saxis, int flags, const color32 &rgbaColor); virtual void PlayerDecalShoot(IMaterial *material, void *userdata, int entity, const model_t *model, const Vector &model_origin, const QAngle &model_angles, const Vector &position, const Vector *saxis, int flags, const color32 &rgbaColor); virtual dlight_t *CL_AllocDlight(int key); virtual dlight_t *CL_AllocElight(int key); virtual int CL_GetActiveDLights(dlight_t *pList[MAX_DLIGHTS]); virtual const char *Draw_DecalNameFromIndex(int nIndex); virtual dlight_t *GetElightByKey(int key); }; extern CVEfx *g_pEfx; #endif