//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef WEAPON_PORTALGUN_SHARED_H #define WEAPON_PORTALGUN_SHARED_H #ifdef _WIN32 #pragma once #endif #include "cbase.h" #ifdef CLIENT_DLL #include "c_weapon_portalgun.h" #else #include "weapon_portalgun.h" #endif #define PORTALGUN_BEAM_SPRITE "sprites/grav_beam.vmt" #define PORTALGUN_BEAM_SPRITE_NOZ "sprites/grav_beam_noz.vmt" #define PORTALGUN_GLOW_SPRITE "sprites/glow04_noz" #define PORTALGUN_ENDCAP_SPRITE "sprites/grav_flare" #define PORTALGUN_GRAV_ACTIVE_GLOW "sprites/grav_light" #define PORTALGUN_PORTAL1_FIRED_LAST_GLOW "sprites/bluelight" #define PORTALGUN_PORTAL2_FIRED_LAST_GLOW "sprites/orangelight" #define PORTALGUN_PORTAL_MUZZLE_GLOW_SPRITE "sprites/portalgun_effects" #define PORTALGUN_PORTAL_TUBE_BEAM_SPRITE "sprites/portalgun_effects" enum { EFFECT_NONE, EFFECT_READY, EFFECT_HOLDING, }; extern ConVar sk_auto_reload_time; #endif // WEAPON_PORTALGUN_SHARED_H