//========= 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) {} };