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nekohook/modules/source2013/sdk/game/client/episodic/episodic_screenspaceeffects.h
2020-08-04 13:13:01 -04:00

113 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef EPISODIC_SCREENSPACEEFFECTS_H
#define EPISODIC_SCREENSPACEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
#include "ScreenSpaceEffects.h"
class CStunEffect : public IScreenSpaceEffect {
public:
CStunEffect(void)
: m_flDuration(0.0f), m_flFinishTime(0.0f), m_bUpdateView(true) {}
virtual void Init(void);
virtual void Shutdown(void);
virtual void SetParameters(KeyValues *params);
virtual void Enable(bool bEnable){};
virtual bool IsEnabled() { return true; }
virtual void Render(int x, int y, int w, int h);
private:
CTextureReference m_StunTexture;
CMaterialReference m_EffectMaterial;
float m_flDuration;
float m_flFinishTime;
bool m_bUpdateView;
};
ADD_SCREENSPACE_EFFECT(CStunEffect, episodic_stun);
//
// EP1 Intro Blur
//
class CEP1IntroEffect : public IScreenSpaceEffect {
public:
CEP1IntroEffect(void)
: m_flDuration(0.0f),
m_flFinishTime(0.0f),
m_bUpdateView(true),
m_bEnabled(false),
m_bFadeOut(false) {}
virtual void Init(void);
virtual void Shutdown(void);
virtual void SetParameters(KeyValues *params);
virtual void Enable(bool bEnable) { m_bEnabled = bEnable; }
virtual bool IsEnabled() { return m_bEnabled; }
virtual void Render(int x, int y, int w, int h);
private:
inline unsigned char GetFadeAlpha(void);
CTextureReference m_StunTexture;
CMaterialReference m_EffectMaterial;
float m_flDuration;
float m_flFinishTime;
bool m_bUpdateView;
bool m_bEnabled;
bool m_bFadeOut;
};
ADD_SCREENSPACE_EFFECT(CEP1IntroEffect, episodic_intro);
//
// EP2 Player Stunned Effect
//
//
// EP1 Intro Blur
//
class CEP2StunEffect : public IScreenSpaceEffect {
public:
CEP2StunEffect(void)
: m_flDuration(0.0f),
m_flFinishTime(0.0f),
m_bUpdateView(true),
m_bEnabled(false),
m_bFadeOut(false) {}
virtual void Init(void);
virtual void Shutdown(void);
virtual void SetParameters(KeyValues *params);
virtual void Enable(bool bEnable) { m_bEnabled = bEnable; }
virtual bool IsEnabled() { return m_bEnabled; }
virtual void Render(int x, int y, int w, int h);
private:
inline unsigned char GetFadeAlpha(void);
CTextureReference m_StunTexture;
CMaterialReference m_EffectMaterial;
float m_flDuration;
float m_flFinishTime;
bool m_bUpdateView;
bool m_bEnabled;
bool m_bFadeOut;
};
ADD_SCREENSPACE_EFFECT(CEP2StunEffect, ep2_groggy);
#endif // EPISODIC_SCREENSPACEEFFECTS_H