mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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71 lines
1.7 KiB
C++
71 lines
1.7 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 LASEREFFECT_H
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#define LASEREFFECT_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 CLaserEffect
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{
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public:
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CLaserEffect(int nEntIndex = 0);
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~CLaserEffect();
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virtual void UpdateLightLaser(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
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void TurnOnLaser();
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void TurnOffLaser();
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bool IsOnLaser(void) { return m_IsOnlaser; }
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ClientShadowHandle_t laserHandle(void) { return m_laserHandle; }
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void SetlaserHandle(ClientShadowHandle_t Handle) { m_laserHandle = Handle; }
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protected:
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void LightOffLaser();
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void LightOffOldLaser();
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void LightOffNewLaser();
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virtual void UpdateLightProjectionLaser(FlashlightState_t &state);
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void UpdateLightNewLaser(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
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void UpdateLightOldLaser(const Vector &vecPos, const Vector &vecDir, int nDistance);
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bool m_IsOnlaser;
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int m_nEntIndexlaser;
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// ClientShadowHandle_t m_FlashlightHandle;
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ClientShadowHandle_t m_laserHandle;
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// Vehicle headlight dynamic light pointer
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dlight_t *m_pPointLightlaser;
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float m_flDistModlaser;
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// Texture for flashlight
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// CTextureReference m_FlashlightTexture;
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//For laser dot
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CTextureReference m_laserTexture;
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};
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/*
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class CHeadlightlaserEffect : public CLaserEffect
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{
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public:
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CHeadlightlaserEffect();
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~CHeadlightlaserEffect();
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virtual void UpdateLightLaser(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
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};
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*/
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#endif // FLASHLIGHTEFFECT_H
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