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https://github.com/Gigaslav/HL2Overcharged.git
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58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
//========= Copyright © 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 C_MUZZLEFLASH_LASER_MIDDLE_H
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#define C_MUZZLEFLASH_LASER_MIDDLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct dlight_t;
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class C_MuzzleflashLaserM
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{
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public:
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C_MuzzleflashLaserM(int MLMIndex = 0);
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~C_MuzzleflashLaserM();
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virtual void UpdateLightMLM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
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void TurnOnMLM();
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void TurnOffMLM();
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bool IsOnMLM(void) { return m_MLM; }
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bool m_MLM;
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bool Switcher;
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ClientShadowHandle_t GetMHandle(void) { return m_MLMHandle; }
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void SetMHandle(ClientShadowHandle_t Handle) { m_MLMHandle = Handle; }
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protected:
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void LightOffMLM();
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void LightOffOldMLM();
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void LightOffNewMLM();
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void UpdateLightNewMLM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
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void UpdateLightOldMLM(const Vector &vecPos, const Vector &vecDir, int nDistance);
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// bool m_M;
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int IndexMLM;
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ClientShadowHandle_t m_MLMHandle;
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// Vehicle headlight dynamic light pointer
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dlight_t *m_pPointLightMLM;
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float m_flDistModMLM;
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float mFov = 0.0f;
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// Texture for flashlight
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CTextureReference m_MLMTexture;
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};
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#endif // FLASHLIGHTEFFECT_H
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