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