|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#if !defined ( EFXH )
#define EFXH
#ifdef _WIN32
#pragma once
#endif
#include "iefx.h"
class IMaterial; struct dlight_t;
class CVEfx : public IVEfx { public: virtual ~CVEfx() {}
virtual int Draw_DecalIndexFromName ( char *name ); virtual void DecalShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags); virtual void DecalColorShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor); virtual void PlayerDecalShoot ( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor ); virtual dlight_t *CL_AllocDlight ( int key ); virtual dlight_t *CL_AllocElight ( int key ); virtual int CL_GetActiveDLights ( dlight_t *pList[MAX_DLIGHTS] ); virtual const char *Draw_DecalNameFromIndex ( int nIndex ); virtual dlight_t *GetElightByKey ( int key ); };
extern CVEfx *g_pEfx;
#endif
|