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hl2sdk/game/client/flashlighteffect.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FLASHLIGHTEFFECT_H
#define FLASHLIGHTEFFECT_H
#ifdef _WIN32
#pragma once
#endif
struct dlight_t;
class CFlashlightEffect
{
public:
CFlashlightEffect(int nEntIndex = 0);
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virtual ~CFlashlightEffect();
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virtual void UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance);
void TurnOn();
void TurnOff();
bool IsOn( void ) { return m_bIsOn; }
ClientShadowHandle_t GetFlashlightHandle( void ) { return m_FlashlightHandle; }
void SetFlashlightHandle( ClientShadowHandle_t Handle ) { m_FlashlightHandle = Handle; }
protected:
void LightOff();
void LightOffOld();
void LightOffNew();
void UpdateLightNew(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp);
void UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance);
bool m_bIsOn;
int m_nEntIndex;
ClientShadowHandle_t m_FlashlightHandle;
// Vehicle headlight dynamic light pointer
dlight_t *m_pPointLight;
float m_flDistMod;
// Texture for flashlight
CTextureReference m_FlashlightTexture;
};
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