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