Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifdef _WIN32
  7. #pragma once
  8. #endif
  9. #include "cbase.h"
  10. #include "engine/ivdebugoverlay.h"
  11. #include "mathlib/vector.h"
  12. #include "mathlib/mathlib.h"
  13. // memdbgon must be the last include file in a .cpp file!!!
  14. #include "tier0/memdbgon.h"
  15. //=============================================================================
  16. // NDebugOverlay
  17. //=============================================================================
  18. namespace NDebugOverlay
  19. {
  20. void Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration) {}
  21. void BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &forward, int r, int g, int b, int a, float flDuration) {}
  22. void BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float flDuration) {}
  23. void SweptBox(const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration) {}
  24. void EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration ) {}
  25. void Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float flDuration ) {}
  26. void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration ) {}
  27. void EntityText( int entityID, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {}
  28. void EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {}
  29. void Grid( const Vector &vPosition ) {}
  30. void Text( const Vector &origin, const char *text, bool bViewCheck, float flDuration ) {}
  31. void ScreenText( float fXpos, float fYpos, const char *text, int r, int g, int b, int a, float flDuration) {}
  32. void Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float flDuration ) {}
  33. void Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {}
  34. void Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {}
  35. void Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration ) {}
  36. void DrawOverlayLines(void){}
  37. void DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float flDuration ) {}
  38. void DrawGroundCrossHairOverlay() {}
  39. void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
  40. void YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
  41. void VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
  42. };