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First version of the SOurce SDK 2013
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47
game/shared/debugoverlay_null.cpp
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47
game/shared/debugoverlay_null.cpp
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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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//=============================================================================//
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "engine/ivdebugoverlay.h"
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#include "mathlib/vector.h"
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#include "mathlib/mathlib.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=============================================================================
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// NDebugOverlay
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//=============================================================================
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namespace NDebugOverlay
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{
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void Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration) {}
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void BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &forward, int r, int g, int b, int a, float flDuration) {}
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void BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float flDuration) {}
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void SweptBox(const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration) {}
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void EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration ) {}
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void Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float flDuration ) {}
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void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration ) {}
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void EntityText( int entityID, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {}
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void EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255) {}
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void Grid( const Vector &vPosition ) {}
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void Text( const Vector &origin, const char *text, bool bViewCheck, float flDuration ) {}
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void ScreenText( float fXpos, float fYpos, const char *text, int r, int g, int b, int a, float flDuration) {}
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void Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float flDuration ) {}
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void Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {}
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void Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration ) {}
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void Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration ) {}
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void DrawOverlayLines(void){}
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void DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float flDuration ) {}
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void DrawGroundCrossHairOverlay() {}
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void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
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void YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
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void VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) {}
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};
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