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. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef GLOBALFUNCTIONS_H
  8. #define GLOBALFUNCTIONS_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. #include "MapClass.h" // For CMapObjectList
  13. class CMapSolid;
  14. class CMainFrame;
  15. class CMapWorld;
  16. class CMapDoc;
  17. class IWorldEditDispMgr;
  18. class CSubdivMesh;
  19. CMapWorld *GetActiveWorld(void);
  20. IWorldEditDispMgr *GetActiveWorldEditDispManager( void );
  21. //
  22. // misc.cpp:
  23. //
  24. void randomize();
  25. DWORD random();
  26. void NotifyDuplicates(CMapSolid *pSolid);
  27. void NotifyDuplicates(const CMapObjectList *pList);
  28. bool IsWorldObject(CMapAtom *pObject);
  29. BOOL AddLeavesToListCallback(CMapClass *pObject, CMapObjectList *pList);
  30. void WriteDebug(char *pszStr);
  31. LPCTSTR GetDefaultTextureName();
  32. void SetDefaultTextureName( const char *szTexName );
  33. LPCTSTR GetNullTextureName();
  34. int mychdir(LPCTSTR pszDir);
  35. //
  36. // Message window interface.
  37. //
  38. class CMessageWnd;
  39. enum MWMSGTYPE
  40. { mwStatus,
  41. mwError,
  42. mwWarning
  43. };
  44. extern CMessageWnd *g_pwndMessage;
  45. void Msg(int type, PRINTF_FORMAT_STRING const char *fmt, ...);
  46. //
  47. // timing functions
  48. //
  49. double I_FloatTime( void );
  50. void I_BeginTime( void );
  51. double I_EndTime( void );
  52. // noise function
  53. float PerlinNoise2D( float x, float y, float rockiness );
  54. float PerlinNoise2DScaled( float x, float y, float rockiness );
  55. void DBG(PRINTF_FORMAT_STRING const char *fmt, ...);
  56. #endif // GLOBALFUNCTIONS_H