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