diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /internal_rewrite/IVRenderView.hpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'internal_rewrite/IVRenderView.hpp')
| -rw-r--r-- | internal_rewrite/IVRenderView.hpp | 185 |
1 files changed, 0 insertions, 185 deletions
diff --git a/internal_rewrite/IVRenderView.hpp b/internal_rewrite/IVRenderView.hpp deleted file mode 100644 index a8396f5..0000000 --- a/internal_rewrite/IVRenderView.hpp +++ /dev/null @@ -1,185 +0,0 @@ -#pragma once
-#include "util.hpp"
-
-class Beam_t;
-class C_Beam;
-class c_base_player;
-class ITraceFilter;
-
-
-class IVRenderView {
-public:
- void SetBlend( float blend ) {
- return util::get_vfunc< 4, void >( this, blend );
- }
-
- float GetBlend( ) {
- return util::get_vfunc< 5, float >( this );
- }
-
- void SetColorModulation( float const* blend ) {
- return util::get_vfunc< 6, void >( this, blend );
- }
-
- void GetColorModulation( float* blend ) {
- return util::get_vfunc< 7, void >( this, blend );
- }
-};
-
-enum beam_types {
- beam_normal = 0,
- beam_disk = 2,
- beam_cylinder,
- beam_follow,
- beam_ring,
- beam_spline,
- beam_ring_point,
- beam_laser,
- beam_tesla,
-};
-
-enum beam_flags {
- FBEAM_STARTENTITY = 0x00000001,
- FBEAM_ENDENTITY = 0x00000002,
- FBEAM_FADEIN = 0x00000004,
- FBEAM_FADEOUT = 0x00000008,
- FBEAM_SINENOISE = 0x00000010,
- FBEAM_SOLID = 0x00000020,
- FBEAM_SHADEIN = 0x00000040,
- FBEAM_SHADEOUT = 0x00000080,
- FBEAM_ONLYNOISEONCE = 0x00000100, // Only calculate our noise once
- FBEAM_NOTILE = 0x00000200,
- FBEAM_USE_HITBOXES = 0x00000400, // Attachment indices represent hitbox indices instead when this is set.
- FBEAM_STARTVISIBLE = 0x00000800, // Has this client actually seen this beam's start entity yet?
- FBEAM_ENDVISIBLE = 0x00001000, // Has this client actually seen this beam's end entity yet?
- FBEAM_ISACTIVE = 0x00002000,
- FBEAM_FOREVER = 0x00004000,
- FBEAM_HALOBEAM = 0x00008000, // When drawing a beam with a halo, don't ignore the segments and endwidth
- FBEAM_REVERSED = 0x00010000,
- NUM_BEAM_FLAGS = 17 // KEEP THIS UPDATED!
-};
-
-struct BeamInfo_t {
- beam_types m_nType;
-
- // Entities
- c_base_player* m_pStartEnt;
- int m_nStartAttachment;
- c_base_player* m_pEndEnt;
- int m_nEndAttachment;
-
- // Points
- vec3_t m_vecStart;
- vec3_t m_vecEnd;
-
- int m_nModelIndex;
- const char *m_pszModelName;
-
- int m_nHaloIndex;
- const char *m_pszHaloName;
- float m_flHaloScale;
-
- float m_flLife;
- float m_flWidth;
- float m_flEndWidth;
- float m_flFadeLength;
- float m_flAmplitude;
-
- float m_flBrightness;
- float m_flSpeed;
-
- int m_nStartFrame;
- float m_flFrameRate;
-
- float m_flRed;
- float m_flGreen;
- float m_flBlue;
-
- bool m_bRenderable;
-
- int m_nSegments;
-
- int m_nFlags;
-
- // Rings
- vec3_t m_vecCenter;
- float m_flStartRadius;
- float m_flEndRadius;
-
- BeamInfo_t( )
- {
- m_nType = beam_normal;
- m_nSegments = -1;
- m_pszModelName = NULL;
- m_pszHaloName = NULL;
- m_nModelIndex = -1;
- m_nHaloIndex = -1;
- m_bRenderable = true;
- m_nFlags = 0;
- }
-};
-
-class IViewRenderBeams
-{
-public:
- // Construction
-public:
- IViewRenderBeams( void );
- virtual ~IViewRenderBeams( void );
-
- // Implement IViewRenderBeams
-public:
- virtual void InitBeams( void );
- virtual void ShutdownBeams( void );
- virtual void ClearBeams( void );
-
- // Updates the state of the temp ent beams
- virtual void UpdateTempEntBeams( );
-
- virtual void DrawBeam( Beam_t *pbeam );
- virtual void DrawBeam( C_Beam* pbeam, ITraceFilter*pEntityBeamTraceFilter = NULL );
-
- virtual void KillDeadBeams( IClientEntity *pDeadEntity );
-
- virtual void CreateBeamEnts( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
- float life, float width, float endWidth, float fadeLength, float amplitude,
- float brightness, float speed, int startFrame,
- float framerate, float r, float g, float b, int type = -1 );
- virtual Beam_t *CreateBeamEnts( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamEntPoint( int nStartEntity, const vec3_t *pStart, int nEndEntity, const vec3_t* pEnd,
- int modelIndex, int haloIndex, float haloScale,
- float life, float width, float endWidth, float fadeLength, float amplitude,
- float brightness, float speed, int startFrame,
- float framerate, float r, float g, float b );
- virtual Beam_t *CreateBeamEntPoint( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamPoints( vec3_t& start, vec3_t& end, int modelIndex, int haloIndex, float haloScale,
- float life, float width, float endWidth, float fadeLength, float amplitude,
- float brightness, float speed, int startFrame,
- float framerate, float r, float g, float b );
- virtual Beam_t *CreateBeamPoints( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamRing( int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
- float life, float width, float endWidth, float fadeLength, float amplitude,
- float brightness, float speed, int startFrame,
- float framerate, float r, float g, float b, int flags );
- virtual Beam_t *CreateBeamRing( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamRingPoint( const vec3_t& center, float start_radius, float end_radius, int modelIndex, int haloIndex, float haloScale,
- float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
- float brightness, float speed, int startFrame,
- float framerate, float r, float g, float b, int flags );
- virtual Beam_t *CreateBeamRingPoint( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamCirclePoints( int type, vec3_t& start, vec3_t& end,
- int modelIndex, int haloIndex, float haloScale, float life, float width,
- float endWidth, float fadeLength, float amplitude, float brightness, float speed,
- int startFrame, float framerate, float r, float g, float b );
- virtual Beam_t *CreateBeamCirclePoints( BeamInfo_t &beamInfo );
-
- virtual void CreateBeamFollow( int startEnt, int modelIndex, int haloIndex, float haloScale,
- float life, float width, float endWidth, float fadeLength, float r, float g, float b,
- float brightness );
- virtual Beam_t *CreateBeamFollow( BeamInfo_t &beamInfo );
-};
\ No newline at end of file |
