Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FLASHLIGHTEFFECT_H
#define FLASHLIGHTEFFECT_H
#ifdef _WIN32
#pragma once
#endif
struct dlight_t;
class CFlashlightEffect { public:
CFlashlightEffect(int nEntIndex = 0); virtual ~CFlashlightEffect();
virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance); void TurnOn(); void TurnOff(); bool IsOn( void ) { return m_bIsOn; }
ClientShadowHandle_t GetFlashlightHandle( void ) { return m_FlashlightHandle; } void SetFlashlightHandle( ClientShadowHandle_t Handle ) { m_FlashlightHandle = Handle; } protected:
void LightOff(); void LightOffOld(); void LightOffNew();
void UpdateLightNew(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp); void UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance);
bool m_bIsOn; int m_nEntIndex; ClientShadowHandle_t m_FlashlightHandle;
// Vehicle headlight dynamic light pointer
dlight_t *m_pPointLight; float m_flDistMod;
// Texture for flashlight
CTextureReference m_FlashlightTexture; };
class CHeadlightEffect : public CFlashlightEffect { public: CHeadlightEffect(); ~CHeadlightEffect();
virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance); };
#endif // FLASHLIGHTEFFECT_H
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