Files
HL2Overcharged/game/client/c_muzzleflash_laser_middle.h
2025-05-21 21:09:22 +03:00

58 lines
1.3 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_MUZZLEFLASH_LASER_MIDDLE_H
#define C_MUZZLEFLASH_LASER_MIDDLE_H
#ifdef _WIN32
#pragma once
#endif
struct dlight_t;
class C_MuzzleflashLaserM
{
public:
C_MuzzleflashLaserM(int MLMIndex = 0);
~C_MuzzleflashLaserM();
virtual void UpdateLightMLM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
void TurnOnMLM();
void TurnOffMLM();
bool IsOnMLM(void) { return m_MLM; }
bool m_MLM;
bool Switcher;
ClientShadowHandle_t GetMHandle(void) { return m_MLMHandle; }
void SetMHandle(ClientShadowHandle_t Handle) { m_MLMHandle = Handle; }
protected:
void LightOffMLM();
void LightOffOldMLM();
void LightOffNewMLM();
void UpdateLightNewMLM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
void UpdateLightOldMLM(const Vector &vecPos, const Vector &vecDir, int nDistance);
// bool m_M;
int IndexMLM;
ClientShadowHandle_t m_MLMHandle;
// Vehicle headlight dynamic light pointer
dlight_t *m_pPointLightMLM;
float m_flDistModMLM;
float mFov = 0.0f;
// Texture for flashlight
CTextureReference m_MLMTexture;
};
#endif // FLASHLIGHTEFFECT_H