//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #if !defined ( EFXH ) #define EFXH #ifdef _WIN32 #pragma once #endif #include "iefx.h" class IMaterial; struct dlight_t; class CVEfx : public IVEfx { public: virtual ~CVEfx() {} virtual int Draw_DecalIndexFromName ( char *name ); virtual void DecalShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags); virtual void DecalColorShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor); virtual void PlayerDecalShoot ( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor ); virtual dlight_t *CL_AllocDlight ( int key ); virtual dlight_t *CL_AllocElight ( int key ); virtual int CL_GetActiveDLights ( dlight_t *pList[MAX_DLIGHTS] ); virtual const char *Draw_DecalNameFromIndex ( int nIndex ); virtual dlight_t *GetElightByKey ( int key ); }; extern CVEfx *g_pEfx; #endif