Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#if !defined ( EFXH )
#define EFXH
#ifdef _WIN32
#pragma once
#endif
#include "iefx.h"
class IMaterial;
struct dlight_t;
class CVEfx : public IVEfx
{
public:
virtual ~CVEfx() {}
virtual int Draw_DecalIndexFromName ( char *name );
virtual void DecalShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const Vector *pNormal = NULL, int nAdditionalDecalFlags = 0 ) OVERRIDE;
virtual void DecalColorShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor, const Vector *pNormal = NULL, int nAdditionalDecalFlags = 0 ) OVERRIDE;
virtual void PlayerDecalShoot ( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor, int nAdditionalDecalFlags ) OVERRIDE;
virtual dlight_t *CL_AllocDlight ( int key );
virtual dlight_t *CL_AllocElight ( int key );
virtual int CL_GetActiveDLights ( dlight_t *pList[MAX_DLIGHTS] );
virtual const char *Draw_DecalNameFromIndex ( int nIndex );
virtual dlight_t *GetElightByKey ( int key );
};
extern CVEfx *g_pEfx;
#endif