/*** * * 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 #if !defined(EXPLODE_H) #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 extern DLL_GLOBAL short g_sModelIndexFireball; extern DLL_GLOBAL short g_sModelIndexSmoke; //++ BulliT //extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage ); extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage, CBaseEntity *pEnt = NULL ); //-- Martin Webrant #endif // EXPLODE_H