Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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9 years ago
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
3 years ago
#if !defined(EXPLODE_H)
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#define EXPLODE_H
#define SF_ENVEXPLOSION_NODAMAGE ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE ( 1 << 3 ) // don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark
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extern DLL_GLOBAL short g_sModelIndexFireball;
extern DLL_GLOBAL short g_sModelIndexSmoke;
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//++ BulliT
//extern void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage );
extern void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage, CBaseEntity *pEnt = NULL );
//-- Martin Webrant
#endif // EXPLODE_H