mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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78 lines
1.7 KiB
C++
78 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 C_AR2_MUZZLEFLASH_EFFECT_H
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#define C_AR2_MUZZLEFLASH_EFFECT_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_Ar2_MuzzleflashEffect
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{
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public:
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C_Ar2_MuzzleflashEffect(int AR2_nEntIndex = 0);
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~C_Ar2_MuzzleflashEffect();
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virtual void Ar2_UpdateLightM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
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void Ar2_TurnOnM();
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void Ar2_TurnOffM();
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bool Ar2_IsOnM(void) { return m_Ar2_M; }
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bool m_Ar2_M;
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ClientShadowHandle_t GetAr2MHandle(void) { return m_Ar2_MHandle; }
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void SetAr2MHandle(ClientShadowHandle_t Handle) { m_Ar2_MHandle = Handle; }
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protected:
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void Ar2_LightOffM();
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void Ar2_LightOffOldM();
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void Ar2_LightOffNewM();
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void Ar2_UpdateLightNewM(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
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void Ar2_UpdateLightOldM(const Vector &vecPos, const Vector &vecDir, int nDistance);
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// bool m_M;
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int m_Ar2_nEntIndexM;
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ClientShadowHandle_t m_Ar2_MHandle;
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// Vehicle headlight dynamic light pointer
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dlight_t *m_Ar2_pPointLightM;
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float m_Ar2_flDistModM;
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float mFov = 0.0f;
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// Texture for flashlight
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CTextureReference m_Ar2_MTexture;
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//private:
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// float m_flMuzzleFlashRoll;
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// CTextureReference m_MTexture;
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};
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/*
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class CHeadlightEffect : public CFlashlightEffect
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{
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public:
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CHeadlightEffect();
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~CHeadlightEffect();
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virtual void UpdateLight(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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