diff options
Diffstat (limited to 'game/shared/decals.h')
| -rw-r--r-- | game/shared/decals.h | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/game/shared/decals.h b/game/shared/decals.h new file mode 100644 index 0000000..83e70c6 --- /dev/null +++ b/game/shared/decals.h @@ -0,0 +1,52 @@ +//========= Copyright 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_UNUSED '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_UNUSED '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' +#define CHAR_TEX_GLASS 'Y' +#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield. + +abstract_class IDecalEmitterSystem +{ +public: + virtual int GetDecalIndexForName( char const *decalname ) = 0; + virtual const char *GetDecalNameForIndex( int nIndex ) = 0; + virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0; +}; + +extern IDecalEmitterSystem *decalsystem; + +#endif // DECALS_H |