54 lines
1.7 KiB
C
54 lines
1.7 KiB
C
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef DECALS_H
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#define DECALS_H
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#ifdef _WIN32
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#pragma once
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#endif
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// NOTE: If you add a tex type, be sure to modify the s_pImpactEffect
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// array in fx_impact.cpp to get an effect when that surface is shot.
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#define CHAR_TEX_ANTLION 'A'
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#define CHAR_TEX_BLOODYFLESH 'B'
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#define CHAR_TEX_CONCRETE 'C'
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#define CHAR_TEX_DIRT 'D'
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#define CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2.
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#define CHAR_TEX_FLESH 'F'
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#define CHAR_TEX_GRATE 'G'
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#define CHAR_TEX_ALIENFLESH 'H'
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#define CHAR_TEX_CLIP 'I'
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//#define CHAR_TEX_UNUSED 'J'
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#define CHAR_TEX_SNOW 'K'
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#define CHAR_TEX_PLASTIC 'L'
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#define CHAR_TEX_METAL 'M'
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#define CHAR_TEX_SAND 'N'
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#define CHAR_TEX_FOLIAGE 'O'
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#define CHAR_TEX_COMPUTER 'P'
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//#define CHAR_TEX_UNUSED 'Q'
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#define CHAR_TEX_REFLECTIVE 'R'
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#define CHAR_TEX_SLOSH 'S'
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#define CHAR_TEX_TILE 'T'
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//#define CHAR_TEX_UNUSED 'U'
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#define CHAR_TEX_VENT 'V'
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#define CHAR_TEX_WOOD 'W'
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//#define CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc)
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#define CHAR_TEX_GLASS 'Y'
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#define CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield.
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#define CHAR_TEX_STEAM_PIPE 11
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abstract_class IDecalEmitterSystem
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{
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public:
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virtual int GetDecalIndexForName( char const *decalname ) = 0;
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virtual char const *TranslateDecalForGameMaterial( char const *decalName, unsigned char gamematerial ) = 0;
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};
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extern IDecalEmitterSystem *decalsystem;
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#endif // DECALS_H
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