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53 lines
1.6 KiB
53 lines
1.6 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#ifndef DECALS_H |
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#define DECALS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect |
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// array in fx_impact.cpp to get an effect when that surface is shot. |
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#define CHAR_TEX_ANTLION 'A' |
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#define CHAR_TEX_BLOODYFLESH 'B' |
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#define CHAR_TEX_CONCRETE 'C' |
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#define CHAR_TEX_DIRT 'D' |
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#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2. |
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#define CHAR_TEX_FLESH 'F' |
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#define CHAR_TEX_GRATE 'G' |
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#define CHAR_TEX_ALIENFLESH 'H' |
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#define CHAR_TEX_CLIP 'I' |
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//#define CHAR_TEX_UNUSED 'J' |
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#define CHAR_TEX_SNOW 'K' |
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#define CHAR_TEX_PLASTIC 'L' |
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#define CHAR_TEX_METAL 'M' |
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#define CHAR_TEX_SAND 'N' |
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#define CHAR_TEX_FOLIAGE 'O' |
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#define CHAR_TEX_COMPUTER 'P' |
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//#define CHAR_TEX_UNUSED 'Q' |
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#define CHAR_TEX_REFLECTIVE 'R' |
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#define CHAR_TEX_SLOSH 'S' |
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#define CHAR_TEX_TILE 'T' |
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//#define CHAR_TEX_UNUSED 'U' |
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#define CHAR_TEX_VENT 'V' |
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#define CHAR_TEX_WOOD 'W' |
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//#define CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc) |
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#define CHAR_TEX_GLASS 'Y' |
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#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield. |
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#define CHAR_TEX_STEAM_PIPE 11 |
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abstract_class IDecalEmitterSystem |
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{ |
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public: |
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virtual int GetDecalIndexForName( char const *decalname ) = 0; |
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virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0; |
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}; |
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extern IDecalEmitterSystem *decalsystem; |
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#endif // DECALS_H
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