Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class spritecard_vs11_Static_Index { private: int m_nZOOM_ANIMATE_SEQ2; #ifdef _DEBUG bool m_bZOOM_ANIMATE_SEQ2; #endif public: void SetZOOM_ANIMATE_SEQ2( int i ) { Assert( i >= 0 && i <= 0 ); m_nZOOM_ANIMATE_SEQ2 = i; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = true; #endif } void SetZOOM_ANIMATE_SEQ2( bool i ) { m_nZOOM_ANIMATE_SEQ2 = i ? 1 : 0; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = true; #endif } private: int m_nDUALSEQUENCE; #ifdef _DEBUG bool m_bDUALSEQUENCE; #endif public: void SetDUALSEQUENCE( int i ) { Assert( i >= 0 && i <= 0 ); m_nDUALSEQUENCE = i; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } void SetDUALSEQUENCE( bool i ) { m_nDUALSEQUENCE = i ? 1 : 0; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } private: int m_nEXTRACTGREENALPHA; #ifdef _DEBUG bool m_bEXTRACTGREENALPHA; #endif public: void SetEXTRACTGREENALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nEXTRACTGREENALPHA = i; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } void SetEXTRACTGREENALPHA( bool i ) { m_nEXTRACTGREENALPHA = i ? 1 : 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } public: spritecard_vs11_Static_Index( ) { #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = false; #endif // _DEBUG
m_nZOOM_ANIMATE_SEQ2 = 0; #ifdef _DEBUG m_bDUALSEQUENCE = false; #endif // _DEBUG
m_nDUALSEQUENCE = 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = false; #endif // _DEBUG
m_nEXTRACTGREENALPHA = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllStaticVarsDefined = m_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bEXTRACTGREENALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 3 * m_nZOOM_ANIMATE_SEQ2 ) + ( 3 * m_nDUALSEQUENCE ) + ( 3 * m_nEXTRACTGREENALPHA ) + 0; } }; #define shaderStaticTest_spritecard_vs11 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_EXTRACTGREENALPHA + 0 class spritecard_vs11_Dynamic_Index { private: int m_nORIENTATION; #ifdef _DEBUG bool m_bORIENTATION; #endif public: void SetORIENTATION( int i ) { Assert( i >= 0 && i <= 2 ); m_nORIENTATION = i; #ifdef _DEBUG m_bORIENTATION = true; #endif } void SetORIENTATION( bool i ) { m_nORIENTATION = i ? 1 : 0; #ifdef _DEBUG m_bORIENTATION = true; #endif } public: spritecard_vs11_Dynamic_Index() { #ifdef _DEBUG m_bORIENTATION = false; #endif // _DEBUG
m_nORIENTATION = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllDynamicVarsDefined = m_bORIENTATION; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nORIENTATION ) + 0; } }; #define shaderDynamicTest_spritecard_vs11 vsh_forgot_to_set_dynamic_ORIENTATION + 0
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