Counter Strike : Global Offensive Source Code
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  1. //===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
  2. //
  3. // Purpose:
  4. //
  5. //===========================================================================//
  6. #ifndef DECALS_H
  7. #define DECALS_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. // NOTE: If you add a tex type, be sure to modify the s_pImpactEffect
  12. // array in fx_impact.cpp to get an effect when that surface is shot.
  13. #define CHAR_TEX_ANTLION 'A'
  14. #define CHAR_TEX_BLOODYFLESH 'B'
  15. #define CHAR_TEX_CONCRETE 'C'
  16. #define CHAR_TEX_DIRT 'D'
  17. #define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2.
  18. #define CHAR_TEX_FLESH 'F'
  19. #define CHAR_TEX_GRATE 'G'
  20. #define CHAR_TEX_ALIENFLESH 'H'
  21. #define CHAR_TEX_CLIP 'I'
  22. #define CHAR_TEX_GRASS 'J' // L4D addition
  23. #define CHAR_TEX_SNOW 'K'
  24. #define CHAR_TEX_PLASTIC 'L'
  25. #define CHAR_TEX_METAL 'M'
  26. #define CHAR_TEX_SAND 'N'
  27. #define CHAR_TEX_FOLIAGE 'O'
  28. #define CHAR_TEX_COMPUTER 'P'
  29. #define CHAR_TEX_ASPHALT 'Q' // L4D addition
  30. #define CHAR_TEX_BRICK 'R' // L4D addition
  31. #define CHAR_TEX_SLOSH 'S'
  32. #define CHAR_TEX_TILE 'T'
  33. #define CHAR_TEX_CARDBOARD 'U' // L4D addition
  34. #define CHAR_TEX_VENT 'V'
  35. #define CHAR_TEX_WOOD 'W'
  36. //#define CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc)
  37. #define CHAR_TEX_GLASS 'Y'
  38. #define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
  39. #define FIRST_CHAR_TEX CHAR_TEX_ANTLION
  40. #define LAST_CHAR_TEX CHAR_TEX_WARPSHIELD
  41. #define CHAR_TEX_CLAY 1 // L4D addition
  42. #define CHAR_TEX_PLASTER 2 // L4D addition
  43. #define CHAR_TEX_ROCK 3 // L4D addition
  44. #define CHAR_TEX_RUBBER 4 // L4D addition
  45. #define CHAR_TEX_SHEETROCK 5 // L4D addition
  46. #define CHAR_TEX_CLOTH 6 // L4D addition
  47. #define CHAR_TEX_CARPET 7 // L4D addition
  48. #define CHAR_TEX_PAPER 8 // L4D addition
  49. #define CHAR_TEX_UPHOLSTERY 9 // L4D addition
  50. #define CHAR_TEX_PUDDLE 10 // L4D addition
  51. #define CHAR_TEX_MUD 11 // L4D addition
  52. #define CHAR_TEX_SANDBARREL 12 // CSGO addition (no penetration) - sand filled barrel
  53. #define FIRST_L4D_CHAR_TEX CHAR_TEX_CLAY
  54. #define LAST_L4D_CHAR_TEX CHAR_TEX_SANDBARREL
  55. abstract_class IDecalEmitterSystem
  56. {
  57. public:
  58. virtual int GetDecalIndexForName( char const *decalname ) = 0;
  59. virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
  60. };
  61. extern IDecalEmitterSystem *decalsystem;
  62. #endif // DECALS_H