Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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