Files
HL2Overcharged/game/client/c_ar2_muzzleflash_effect.h
2025-05-21 21:09:22 +03:00

78 lines
1.7 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_AR2_MUZZLEFLASH_EFFECT_H
#define C_AR2_MUZZLEFLASH_EFFECT_H
#ifdef _WIN32
#pragma once
#endif
struct dlight_t;
class C_Ar2_MuzzleflashEffect
{
public:
C_Ar2_MuzzleflashEffect(int AR2_nEntIndex = 0);
~C_Ar2_MuzzleflashEffect();
virtual void Ar2_UpdateLightM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
void Ar2_TurnOnM();
void Ar2_TurnOffM();
bool Ar2_IsOnM(void) { return m_Ar2_M; }
bool m_Ar2_M;
ClientShadowHandle_t GetAr2MHandle(void) { return m_Ar2_MHandle; }
void SetAr2MHandle(ClientShadowHandle_t Handle) { m_Ar2_MHandle = Handle; }
protected:
void Ar2_LightOffM();
void Ar2_LightOffOldM();
void Ar2_LightOffNewM();
void Ar2_UpdateLightNewM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
void Ar2_UpdateLightOldM(const Vector &vecPos, const Vector &vecDir, int nDistance);
// bool m_M;
int m_Ar2_nEntIndexM;
ClientShadowHandle_t m_Ar2_MHandle;
// Vehicle headlight dynamic light pointer
dlight_t *m_Ar2_pPointLightM;
float m_Ar2_flDistModM;
float mFov = 0.0f;
// Texture for flashlight
CTextureReference m_Ar2_MTexture;
//private:
// float m_flMuzzleFlashRoll;
// CTextureReference m_MTexture;
};
/*
class CHeadlightEffect : public CFlashlightEffect
{
public:
CHeadlightEffect();
~CHeadlightEffect();
virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
};
*/
#endif // FLASHLIGHTEFFECT_H