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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/IEffects.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/IEffects.h')
| -rw-r--r-- | game/shared/IEffects.h | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/game/shared/IEffects.h b/game/shared/IEffects.h new file mode 100644 index 0000000..e405154 --- /dev/null +++ b/game/shared/IEffects.h @@ -0,0 +1,82 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Client-server neutral effects interface +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef IEFFECTS_H +#define IEFFECTS_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "basetypes.h" +#include "mathlib/vector.h" +#include "interface.h" +#include "ipredictionsystem.h" + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +enum ShakeCommand_t; +class Vector; +class CGameTrace; +typedef CGameTrace trace_t; + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface +//----------------------------------------------------------------------------- +#define IEFFECTS_INTERFACE_VERSION "IEffects001" +abstract_class IEffects : public IPredictionSystem +{ +public: + // + // Particle effects + // + virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex, + int nHaloIndex, unsigned char frameStart, unsigned char frameRate, + float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength, + unsigned char noise, unsigned char red, unsigned char green, + unsigned char blue, unsigned char brightness, unsigned char speed) = 0; + + //----------------------------------------------------------------------------- + // Purpose: Emits smoke sprites. + // Input : origin - Where to emit the sprites. + // scale - Sprite scale * 10. + // framerate - Framerate at which to animate the smoke sprites. + //----------------------------------------------------------------------------- + virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate ) = 0; + + virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL ) = 0; + + virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed ) = 0; + + virtual void MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType ) = 0; + + // like ricochet, but no sound + virtual void MetalSparks( const Vector &position, const Vector &direction ) = 0; + + virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false ) = 0; + + virtual void Ricochet( const Vector &position, const Vector &direction ) = 0; + + // FIXME: Should these methods remain in this interface? Or go in some + // other client-server neutral interface? + virtual float Time() = 0; + virtual bool IsServer() = 0; + + // Used by the playback system to suppress sounds + virtual void SuppressEffectsSounds( bool bSuppress ) = 0; +}; + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface accessor +//----------------------------------------------------------------------------- +extern IEffects *g_pEffects; + + +#endif // IEFFECTS_H |