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//========= Copyright 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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//===========================================================================//
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#if !defined ( EFXH )
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#define EFXH
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iefx.h"
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class IMaterial;
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struct dlight_t;
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class CVEfx : public IVEfx
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{
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public:
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virtual ~CVEfx() {}
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virtual int Draw_DecalIndexFromName ( char *name );
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virtual void DecalShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags);
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virtual void DecalColorShoot ( int textureIndex, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles, const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor);
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virtual void PlayerDecalShoot ( IMaterial *material, void *userdata, int entity, const model_t *model, const Vector& model_origin, const QAngle& model_angles,
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const Vector& position, const Vector *saxis, int flags, const color32 &rgbaColor );
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virtual dlight_t *CL_AllocDlight ( int key );
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virtual dlight_t *CL_AllocElight ( int key );
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virtual int CL_GetActiveDLights ( dlight_t *pList[MAX_DLIGHTS] );
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virtual const char *Draw_DecalNameFromIndex ( int nIndex );
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virtual dlight_t *GetElightByKey ( int key );
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};
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extern CVEfx *g_pEfx;
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#endif
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