Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef EPISODIC_SCREENSPACEEFFECTS_H
#define EPISODIC_SCREENSPACEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
#include "ScreenSpaceEffects.h"
class CStunEffect : public IScreenSpaceEffect { public: CStunEffect( void ) : m_flDuration( 0.0f ), m_flFinishTime( 0.0f ), m_bUpdateView( true ) {}
virtual void Init( void ); virtual void Shutdown( void ); virtual void SetParameters( KeyValues *params ); virtual void Enable( bool bEnable ) {}; virtual bool IsEnabled( ) { return true; }
virtual void Render( int x, int y, int w, int h );
private: CTextureReference m_StunTexture; CMaterialReference m_EffectMaterial; float m_flDuration; float m_flFinishTime; bool m_bUpdateView; };
ADD_SCREENSPACE_EFFECT( CStunEffect, episodic_stun );
//
// EP1 Intro Blur
//
class CEP1IntroEffect : public IScreenSpaceEffect { public: CEP1IntroEffect( void ) : m_flDuration( 0.0f ), m_flFinishTime( 0.0f ), m_bUpdateView( true ), m_bEnabled( false ), m_bFadeOut( false ) {}
virtual void Init( void ); virtual void Shutdown( void ); virtual void SetParameters( KeyValues *params ); virtual void Enable( bool bEnable ) { m_bEnabled = bEnable; } virtual bool IsEnabled( ) { return m_bEnabled; }
virtual void Render( int x, int y, int w, int h );
private: inline unsigned char GetFadeAlpha( void );
CTextureReference m_StunTexture; CMaterialReference m_EffectMaterial; float m_flDuration; float m_flFinishTime; bool m_bUpdateView; bool m_bEnabled; bool m_bFadeOut; };
ADD_SCREENSPACE_EFFECT( CEP1IntroEffect, episodic_intro );
//
// EP2 Player Stunned Effect
//
//
// EP1 Intro Blur
//
class CEP2StunEffect : public IScreenSpaceEffect { public: CEP2StunEffect( void ) : m_flDuration( 0.0f ), m_flFinishTime( 0.0f ), m_bUpdateView( true ), m_bEnabled( false ), m_bFadeOut( false ) {}
virtual void Init( void ); virtual void Shutdown( void ); virtual void SetParameters( KeyValues *params ); virtual void Enable( bool bEnable ) { m_bEnabled = bEnable; } virtual bool IsEnabled( ) { return m_bEnabled; }
virtual void Render( int x, int y, int w, int h );
private:
inline unsigned char GetFadeAlpha( void );
CTextureReference m_StunTexture; CMaterialReference m_EffectMaterial; float m_flDuration; float m_flFinishTime; bool m_bUpdateView; bool m_bEnabled; bool m_bFadeOut; };
ADD_SCREENSPACE_EFFECT( CEP2StunEffect, ep2_groggy );
#endif // EPISODIC_SCREENSPACEEFFECTS_H
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