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SourceEngine.h
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#ifndef SourceEngine_h
#define SourceEngine_h
#include "tilemap.h"
#include "gameobjects.h"
void RenderSourceEnginelLevel(tile LevelInfo[64][64], ObjectItem objList[1600], int game);
void RenderSourceTile(int game, int x, int y, tile &t, short Water, short invert, short skipFloor, short skipCeil);
void RenderSourceSolidTile(int x, int y, tile &t, short Water);
void RenderSourceOpenTile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceDiagSETile(int x, int y, tile &t, short Water, short invert);
void RenderSourceDiagSWTile(int x, int y, tile &t, short Water, short invert);
void RenderSourceDiagNWTile(int x, int y, tile &t, short Water, short invert);
void RenderSourceDiagNETile(int x, int y, tile &t, short Water, short invert);
void RenderSourceSlopeNTile(int x, int y, tile &t, short Water, short invert, int surface, int part);
void RenderSourceSlopeSTile(int x, int y, tile &t, short Water, short invert, int surface, int part);
void RenderSourceSlopeETile(int x, int y, tile &t, short Water, short invert, int surface, int part);
void RenderSourceSlopeWTile(int x, int y, tile &t, short Water, short invert, int surface, int part);
void RenderSourceRidgeSETile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceRidgeNETile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceRidgeSWTile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceRidgeNWTile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceValleyNETile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceValleySETile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceValleySWTile(int x, int y, tile &t, short Water, short invert, int surface);
void RenderSourceValleyNWTile(int x, int y, tile &t, short Water, short invert, int surface);
void Plane(int index, int face, int BLeftX, int BLeftY, int BLeftZ, int TLeftX, int TLeftY, int TLeftZ, int TRightX, int TRightY, int TRightZ, tile t, int surface);
void RenderSourceCuboid(int x, int y, tile &t, short Water, int Bottom, int Top, int surface);
void RenderSlopedSourceCuboid(int x, int y, tile &t, short Water, int Bottom, int Top, int SlopeDir, int Steepness, int Floor);
void RenderSourceDiagSEPortion(int Bottom, int Top, tile t);
void RenderSourceDiagSWPortion(int Bottom, int Top, tile t);
void RenderSourceDiagNWPortion(int Bottom, int Top, tile t);
void RenderSourceDiagNEPortion(int Bottom, int Top, tile t);
void WallTexture(int face, tile t);
void FloorTexture(int face, tile t);
#endif /* SourceEngine_h*/