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diff --git a/game/shared/decals.h b/game/shared/decals.h
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+//========= 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