2022-04-29 05:30:06 +02:00
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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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// $NoKeywords: $
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//===========================================================================//
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#ifndef ENGINESPRITE_H
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#define ENGINESPRITE_H
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#include "public/avi/iavi.h"
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#include "public/avi/ibik.h"
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2022-08-09 17:18:07 +02:00
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#include "public/const.h"
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2022-04-29 05:30:06 +02:00
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#include "game/client/hud.h"
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typedef void* IMaterial; // HACK
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//-----------------------------------------------------------------------------
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// Purpose: Sprite Models
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//-----------------------------------------------------------------------------
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class CEngineSprite // !! UNCONFIRMED !!
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{
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// NOTE: don't define a constructor or destructor so that this can be allocated
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// as before.
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public:
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int GetWidth(void) const { return m_width; }
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int GetHeight(void) const { return m_height; }
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int GetNumFrames(void) const { return m_numFrames; }
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//IMaterial* GetMaterial(RenderMode_t nRenderMode) { return m_material[nRenderMode]; }
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//IMaterial* GetMaterial(RenderMode_t nRenderMode, int nFrame);
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//void SetFrame(RenderMode_t nRenderMode, int nFrame);
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//bool Init(const char* name);
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//void Shutdown(void);
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//void UnloadMaterial();
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//void SetColor(float r, float g, float b);
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//int GetOrientation(void);
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//void GetHUDSpriteColor(float* color);
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float GetUp(void) const { return up; }
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float GetDown(void) const { return down; }
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float GetLeft(void) const { return left; }
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float GetRight(void) const { return right; }
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//void DrawFrame(RenderMode_t nRenderMode, int frame, int x, int y, const wrect_t* prcSubRect);
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//void DrawFrameOfSize(RenderMode_t nRenderMode, int frame, int x, int y, int iWidth, int iHeight, const wrect_t* prcSubRect);
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bool IsAVI(void) const;
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bool IsBIK(void) const;
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//void GetTexCoordRange(float* pMinU, float* pMinV, float* pMaxU, float* pMaxV);
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private:
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AVIMaterial_t m_hAVIMaterial;
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BIKMaterial_t m_hBIKMaterial;
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int m_width;
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int m_height;
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int m_numFrames;
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IMaterial* m_material[kRenderModeCount];
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int m_orientation;
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float m_hudSpriteColor[3];
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float up, down, left, right;
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};
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#endif // ENGINESPRITE_H
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