Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GLOBALFUNCTIONS_H
#define GLOBALFUNCTIONS_H
#ifdef _WIN32
#pragma once
#endif
#include "MapClass.h" // For CMapObjectList
class CMapSolid; class CMainFrame; class CMapWorld; class CMapDoc; class IWorldEditDispMgr; class CSubdivMesh;
CMapWorld *GetActiveWorld(void);
IWorldEditDispMgr *GetActiveWorldEditDispManager( void );
//
// misc.cpp:
//
void randomize(); DWORD random();
void NotifyDuplicates(CMapSolid *pSolid); void NotifyDuplicates(const CMapObjectList *pList);
bool IsWorldObject(CMapAtom *pObject);
BOOL AddLeavesToListCallback(CMapClass *pObject, CMapObjectList *pList);
void WriteDebug(char *pszStr); LPCTSTR GetDefaultTextureName(); void SetDefaultTextureName( const char *szTexName ); LPCTSTR GetNullTextureName(); int mychdir(LPCTSTR pszDir);
//
// Message window interface.
//
class CMessageWnd;
enum MWMSGTYPE { mwStatus, mwError, mwWarning };
extern CMessageWnd *g_pwndMessage;
void Msg(int type, PRINTF_FORMAT_STRING const char *fmt, ...);
//
// timing functions
//
double I_FloatTime( void ); void I_BeginTime( void ); double I_EndTime( void );
// noise function
float PerlinNoise2D( float x, float y, float rockiness ); float PerlinNoise2DScaled( float x, float y, float rockiness );
void DBG(PRINTF_FORMAT_STRING const char *fmt, ...);
#endif // GLOBALFUNCTIONS_H
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