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Copy patheffects_wrap_python.cpp
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124 lines (104 loc) · 3.54 KB
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/**
* =============================================================================
* Source Python
* Copyright (C) 2012 Source Python Development Team. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, the Source Python Team gives you permission
* to link the code of this program (as well as its derivative works) to
* "Half-Life 2," the "Source Engine," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, the Source.Python
* Development Team grants this exception to all derivative works.
*/
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "modules/export_main.h"
#include "effects_wrap.h"
void export_effects();
//-----------------------------------------------------------------------------
// Exposes the effects_c module.
//-----------------------------------------------------------------------------
DECLARE_SP_MODULE(effects_c)
{
export_effects();
}
DECLARE_CLASS_METHOD_OVERLOAD(CEffects, sparks, 1, 4);
DECLARE_CLASS_METHOD_OVERLOAD(CEffects, energy_splash, 2, 3);
void export_effects()
{
BOOST_ABSTRACT_CLASS(CEffects)
CLASS_METHOD(CEffects,
beam,
"Creates a beam particle effect.",
args("vecStart", "vecEnd", "iModelIndex", "iHaloIndex", "frameStart", "frameRate", "fLife", "width", "endWidth", "fadeLength", "noise", "red", "green", "blue", "brightness", "speed")
)
CLASS_METHOD(CEffects,
smoke,
"Creates a smoke effect.",
args("vecOrigin", "iModelIndex", "fScale", "fFrameRate")
)
CLASS_METHOD_OVERLOAD(CEffects,
sparks,
"Creates a sparks effect.",
args("vecOrigin", "iMagnitude", "iTrailLength", "vecDirection")
)
CLASS_METHOD(CEffects,
dust,
"Creates a dust effect.",
args("vecOrigin", "vecDirection", "fSize", "fSpeed")
)
CLASS_METHOD(CEffects,
muzzle_flash,
"Creates a muzzle flash effect.",
args("vecOrigin", "vecAngles", "fScale", "iType")
)
CLASS_METHOD(CEffects,
metal_sparks,
"Creates a muzzle flash effect.",
args("vecOrigin", "vecDirection")
)
CLASS_METHOD_OVERLOAD(CEffects,
energy_splash,
"Creates a metal sparks effect.",
args("vecOrigin", "vecDirection", "bExplosive")
)
CLASS_METHOD(CEffects,
ricochet,
"Creates a ricochet effect.",
args("vecOrigin", "vecDirection")
)
CLASS_METHOD(CEffects,
ricochet,
"Creates a ricochet.",
args("vecOrigin", "vecDirection")
)
CLASS_METHOD(CEffects,
get_time,
"Returns the current time."
)
CLASS_METHOD(CEffects,
is_server,
"Returns True if this is a server."
)
CLASS_METHOD(CEffects,
suppress_effects_sounds,
"Set to True to suppress effect sounds.",
args("bSuppress")
)
BOOST_END_CLASS()
BOOST_FUNCTION(get_effects, reference_existing_object_policy());
}