Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef DECALS_H
#define DECALS_H
#ifdef _WIN32
#pragma once
#endif
// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect
// array in fx_impact.cpp to get an effect when that surface is shot.
#define CHAR_TEX_ANTLION 'A'
#define CHAR_TEX_BLOODYFLESH 'B'
#define CHAR_TEX_CONCRETE 'C'
#define CHAR_TEX_DIRT 'D'
#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2.
#define CHAR_TEX_FLESH 'F'
#define CHAR_TEX_GRATE 'G'
#define CHAR_TEX_ALIENFLESH 'H'
#define CHAR_TEX_CLIP 'I'
//#define CHAR_TEX_UNUSED 'J'
#define CHAR_TEX_SNOW 'K'
#define CHAR_TEX_PLASTIC 'L'
#define CHAR_TEX_METAL 'M'
#define CHAR_TEX_SAND 'N'
#define CHAR_TEX_FOLIAGE 'O'
#define CHAR_TEX_COMPUTER 'P'
//#define CHAR_TEX_UNUSED 'Q'
#define CHAR_TEX_REFLECTIVE 'R'
#define CHAR_TEX_SLOSH 'S'
#define CHAR_TEX_TILE 'T'
//#define CHAR_TEX_UNUSED 'U'
#define CHAR_TEX_VENT 'V'
#define CHAR_TEX_WOOD 'W'
//#define CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc)
#define CHAR_TEX_GLASS 'Y'
#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
#define CHAR_TEX_STEAM_PIPE 11
abstract_class IDecalEmitterSystem
{
public:
virtual int GetDecalIndexForName( char const *decalname ) = 0;
virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
};
extern IDecalEmitterSystem *decalsystem;
#endif // DECALS_H