Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, 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_GRASS 'J' // L4D addition
#define CHAR_TEX_SNOW '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_ASPHALT 'Q' // L4D addition
#define CHAR_TEX_BRICK 'R' // L4D addition
#define CHAR_TEX_SLOSH 'S'
#define CHAR_TEX_TILE 'T'
#define CHAR_TEX_CARDBOARD 'U' // L4D addition
#define CHAR_TEX_VENT 'V'
#define CHAR_TEX_WOOD 'W'
//#define CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc)
#define CHAR_TEX_GLASS 'Y'
#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
#define FIRST_CHAR_TEX CHAR_TEX_ANTLION
#define LAST_CHAR_TEX CHAR_TEX_WARPSHIELD
#define CHAR_TEX_CLAY 1 // L4D addition
#define CHAR_TEX_PLASTER 2 // L4D addition
#define CHAR_TEX_ROCK 3 // L4D addition
#define CHAR_TEX_RUBBER 4 // L4D addition
#define CHAR_TEX_SHEETROCK 5 // L4D addition
#define CHAR_TEX_CLOTH 6 // L4D addition
#define CHAR_TEX_CARPET 7 // L4D addition
#define CHAR_TEX_PAPER 8 // L4D addition
#define CHAR_TEX_UPHOLSTERY 9 // L4D addition
#define CHAR_TEX_PUDDLE 10 // L4D addition
#define CHAR_TEX_MUD 11 // L4D addition
#define CHAR_TEX_SANDBARREL 12 // CSGO addition (no penetration) - sand filled barrel
#define FIRST_L4D_CHAR_TEX CHAR_TEX_CLAY
#define LAST_L4D_CHAR_TEX CHAR_TEX_SANDBARREL
abstract_class IDecalEmitterSystem
{
public:
virtual int GetDecalIndexForName( char const *decalname ) = 0;
virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
};
extern IDecalEmitterSystem *decalsystem;
#endif // DECALS_H