hl2_src-leak-2017/src/materialsystem/stdshaders/vshtmp9_360/vertexlitgeneric_flashlight...

110 lines
2.0 KiB
C++

class vertexlitgeneric_flashlight_vs11_Static_Index
{
private:
int m_nTEETH;
#ifdef _DEBUG
bool m_bTEETH;
#endif
public:
void SetTEETH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTEETH = i;
#ifdef _DEBUG
m_bTEETH = true;
#endif
}
void SetTEETH( bool i )
{
m_nTEETH = i ? 1 : 0;
#ifdef _DEBUG
m_bTEETH = true;
#endif
}
public:
vertexlitgeneric_flashlight_vs11_Static_Index()
{
#ifdef _DEBUG
m_bTEETH = false;
#endif // _DEBUG
m_nTEETH = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bTEETH;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nTEETH ) + 0;
}
};
class vertexlitgeneric_flashlight_vs11_Dynamic_Index
{
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
private:
int m_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
void SetSKINNING( bool i )
{
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
public:
vertexlitgeneric_flashlight_vs11_Dynamic_Index()
{
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bDOWATERFOG && m_bSKINNING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nSKINNING ) + 0;
}
};