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2020-08-04 13:13:01 -04:00

54 lines
1.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef DECALS_H
#define DECALS_H
#ifdef _WIN32
#pragma once
#endif
// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect
// array in fx_impact.cpp to get an effect when that surface is shot.
#define CHAR_TEX_ANTLION 'A'
#define CHAR_TEX_BLOODYFLESH 'B'
#define CHAR_TEX_CONCRETE 'C'
#define CHAR_TEX_DIRT 'D'
#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2.
#define CHAR_TEX_FLESH 'F'
#define CHAR_TEX_GRATE 'G'
#define CHAR_TEX_ALIENFLESH 'H'
#define CHAR_TEX_CLIP 'I'
//#define CHAR_TEX_UNUSED 'J'
//#define CHAR_TEX_UNUSED 'K'
#define CHAR_TEX_PLASTIC 'L'
#define CHAR_TEX_METAL 'M'
#define CHAR_TEX_SAND 'N'
#define CHAR_TEX_FOLIAGE 'O'
#define CHAR_TEX_COMPUTER 'P'
//#define CHAR_TEX_UNUSED 'Q'
//#define CHAR_TEX_UNUSED 'R'
#define CHAR_TEX_SLOSH 'S'
#define CHAR_TEX_TILE 'T'
//#define CHAR_TEX_UNUSED 'U'
#define CHAR_TEX_VENT 'V'
#define CHAR_TEX_WOOD 'W'
//#define CHAR_TEX_UNUSED 'X'
#define CHAR_TEX_GLASS 'Y'
#define CHAR_TEX_WARPSHIELD \
'Z' ///< wierd-looking jello effect for advisor shield.
abstract_class IDecalEmitterSystem {
public:
virtual int GetDecalIndexForName(char const *decalname) = 0;
virtual const char *GetDecalNameForIndex(int nIndex) = 0;
virtual char const *TranslateDecalForGameMaterial(
char const *decalName, unsigned char gamematerial) = 0;
};
extern IDecalEmitterSystem *decalsystem;
#endif // DECALS_H