diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/IEffects.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/IEffects.h')
| -rw-r--r-- | mp/src/game/shared/IEffects.h | 164 |
1 files changed, 82 insertions, 82 deletions
diff --git a/mp/src/game/shared/IEffects.h b/mp/src/game/shared/IEffects.h index 3d226362..e405154a 100644 --- a/mp/src/game/shared/IEffects.h +++ b/mp/src/game/shared/IEffects.h @@ -1,82 +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
+//========= 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 |