//====== Copyright 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef EPISODIC_SCREENSPACEEFFECTS_H #define EPISODIC_SCREENSPACEEFFECTS_H #ifdef _WIN32 #pragma once #endif #include "screenspaceeffects.h" class CStunEffect : public IScreenSpaceEffect { public: CStunEffect( void ) : m_pStunTexture( NULL ), m_flDuration( 0.0f ), m_flFinishTime( 0.0f ), m_bUpdated( false ) {} virtual void Init( void ); virtual void Shutdown( void ) {} virtual void SetParameters( KeyValues *params ); virtual void Enable( bool bEnable ) {}; virtual bool IsEnabled( ) { return true; } virtual void Render( int x, int y, int w, int h ); private: ITexture *m_pStunTexture; float m_flDuration; float m_flFinishTime; bool m_bUpdated; }; ADD_SCREENSPACE_EFFECT( CStunEffect, episodic_stun ); // // EP1 Intro Blur // class CEP1IntroEffect : public IScreenSpaceEffect { public: CEP1IntroEffect( void ) : m_pStunTexture( NULL ), m_flDuration( 0.0f ), m_flFinishTime( 0.0f ), m_bUpdateView( true ), m_bEnabled( false ), m_bFadeOut( false ) {} virtual void Init( void ); virtual void Shutdown( void ) {} virtual void SetParameters( KeyValues *params ); virtual void Enable( bool bEnable ) { m_bEnabled = bEnable; } virtual bool IsEnabled( ) { return m_bEnabled; } virtual void Render( int x, int y, int w, int h ); private: inline unsigned char GetFadeAlpha( void ); ITexture *m_pStunTexture; float m_flDuration; float m_flFinishTime; bool m_bUpdateView; bool m_bEnabled; bool m_bFadeOut; }; ADD_SCREENSPACE_EFFECT( CEP1IntroEffect, episodic_intro ); #endif // EPISODIC_SCREENSPACEEFFECTS_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |