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. #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_UNUSED 'J'
  23. //#define CHAR_TEX_UNUSED '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_UNUSED 'Q'
  30. //#define CHAR_TEX_UNUSED 'R'
  31. #define CHAR_TEX_SLOSH 'S'
  32. #define CHAR_TEX_TILE 'T'
  33. //#define CHAR_TEX_UNUSED 'U'
  34. #define CHAR_TEX_VENT 'V'
  35. #define CHAR_TEX_WOOD 'W'
  36. //#define CHAR_TEX_UNUSED 'X'
  37. #define CHAR_TEX_GLASS 'Y'
  38. #define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
  39. abstract_class IDecalEmitterSystem
  40. {
  41. public:
  42. virtual int GetDecalIndexForName( char const *decalname ) = 0;
  43. virtual const char *GetDecalNameForIndex( int nIndex ) = 0;
  44. virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
  45. };
  46. extern IDecalEmitterSystem *decalsystem;
  47. #endif // DECALS_H