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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/debugoverlay_null.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/debugoverlay_null.cpp')
| -rw-r--r-- | game/shared/debugoverlay_null.cpp | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/game/shared/debugoverlay_null.cpp b/game/shared/debugoverlay_null.cpp new file mode 100644 index 0000000..9aaa201 --- /dev/null +++ b/game/shared/debugoverlay_null.cpp @@ -0,0 +1,47 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// +#ifdef _WIN32 +#pragma once +#endif + +#include "cbase.h" +#include "engine/ivdebugoverlay.h" +#include "mathlib/vector.h" + +#include "mathlib/mathlib.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//============================================================================= +// NDebugOverlay +//============================================================================= +namespace NDebugOverlay +{ + void Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration) {} + void BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &forward, int r, int g, int b, int a, float flDuration) {} + void BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float flDuration) {} + void SweptBox(const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration) {} + void EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration ) {} + void Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float flDuration ) {} + void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration ) {} + void EntityText( int entityID, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {} + void EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {} + void Grid( const Vector &vPosition ) {} + void Text( const Vector &origin, const char *text, bool bViewCheck, float flDuration ) {} + void ScreenText( float fXpos, float fYpos, const char *text, int r, int g, int b, int a, float flDuration) {} + void Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float flDuration ) {} + void Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {} + void Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {} + void Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration ) {} + void DrawOverlayLines(void){} + void DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float flDuration ) {} + void DrawGroundCrossHairOverlay() {} + void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {} + void YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {} + void VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {} +}; + |