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. //===========================================================================//
  8. #if !defined ( EFXH )
  9. #define EFXH
  10. #ifdef _WIN32
  11. #pragma once
  12. #endif
  13. #include "iefx.h"
  14. class IMaterial;
  15. struct dlight_t;
  16. class CVEfx : public IVEfx
  17. {
  18. public:
  19. virtual ~CVEfx() {}
  20. virtual int Draw_DecalIndexFromName ( char *name );
  21. 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);
  22. 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);
  23. virtual void PlayerDecalShoot ( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
  24. const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor );
  25. virtual dlight_t *CL_AllocDlight ( int key );
  26. virtual dlight_t *CL_AllocElight ( int key );
  27. virtual int CL_GetActiveDLights ( dlight_t *pList[MAX_DLIGHTS] );
  28. virtual const char *Draw_DecalNameFromIndex ( int nIndex );
  29. virtual dlight_t *GetElightByKey ( int key );
  30. };
  31. extern CVEfx *g_pEfx;
  32. #endif