mirror of
https://github.com/celisej567/source-engine.git
synced 2026-09-27 16:15:14 +03:00
upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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@@ -16,6 +16,13 @@
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#include "ivrenderview.h"
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#define MAX_DEPTH_TEXTURE_SHADOWS 1
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#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS 0
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#define MAX_DEPTH_TEXTURE_SHADOWS_TOOLS 8
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#define MAX_DEPTH_TEXTURE_HIGHRES_SHADOWS_TOOLS 0
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// These are set as it draws reflections, refractions, etc, so certain effects can avoid
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// drawing themselves in reflections.
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enum DrawFlags_t
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@@ -30,17 +37,17 @@ enum DrawFlags_t
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DF_RENDER_ABOVEWATER = 0x20,
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DF_RENDER_WATER = 0x40,
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DF_SSAO_DEPTH_PASS = 0x100,
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DF_UNUSED1 = 0x100,
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DF_WATERHEIGHT = 0x200,
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DF_DRAW_SSAO = 0x400,
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DF_UNUSED2 = 0x400,
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DF_DRAWSKYBOX = 0x800,
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DF_FUDGE_UP = 0x1000,
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DF_DRAW_ENTITITES = 0x2000,
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DF_UNUSED3 = 0x4000,
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DF_UNUSED4 = 0x8000,
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DF_SKIP_WORLD = 0x4000,
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DF_SKIP_WORLD_DECALS_AND_OVERLAYS = 0x8000,
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DF_UNUSED5 = 0x10000,
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DF_SAVEGAMESCREENSHOT = 0x20000,
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@@ -57,8 +64,6 @@ class CViewSetup;
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class C_BaseEntity;
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struct vrect_t;
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class C_BaseViewModel;
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struct WriteReplayScreenshotParams_t;
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class IReplayScreenshotSystem;
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abstract_class IViewRender
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{
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@@ -83,7 +88,8 @@ public:
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virtual void Render( vrect_t *rect ) = 0;
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// Called to render just a particular setup ( for timerefresh and envmap creation )
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virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
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// First argument is 3d view setup, second is for the HUD (in most cases these are ==, but in split screen the client .dll handles this differently)
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virtual void RenderView( const CViewSetup &view, const CViewSetup &hudViewSetup, int nClearFlags, int whatToDraw ) = 0;
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// What are we currently rendering? Returns a combination of DF_ flags.
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virtual int GetDrawFlags() = 0;
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@@ -98,7 +104,7 @@ public:
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virtual bool ShouldDrawBrushModels( void ) = 0;
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virtual const CViewSetup *GetPlayerViewSetup( void ) const = 0;
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virtual const CViewSetup *GetPlayerViewSetup( int nSlot = -1 ) const = 0;
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virtual const CViewSetup *GetViewSetup( void ) const = 0;
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virtual void DisableVis( void ) = 0;
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@@ -116,10 +122,7 @@ public:
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virtual IMaterial *GetScreenOverlayMaterial( ) = 0;
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virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0;
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ) = 0;
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virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t ¶ms ) = 0;
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virtual void UpdateReplayScreenshotCache() = 0;
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) = 0;
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// Draws another rendering over the top of the screen
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virtual void QueueOverlayRenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
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@@ -129,6 +132,7 @@ public:
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virtual float GetZFar() = 0;
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virtual void GetScreenFadeDistances( float *min, float *max ) = 0;
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virtual bool AllowScreenspaceFade( void ) = 0;
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virtual C_BaseEntity *GetCurrentlyDrawingEntity() = 0;
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virtual void SetCurrentlyDrawingEntity( C_BaseEntity *pEnt ) = 0;
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@@ -137,9 +141,11 @@ public:
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virtual void FreezeFrame( float flFreezeTime ) = 0;
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virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0;
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virtual void InitFadeData( void ) = 0;
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};
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extern IViewRender *view;
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extern IViewRender *GetViewRenderInstance();
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#endif // IVIEWRENDER_H
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