60 lines
1.6 KiB
60 lines
1.6 KiB
7 years ago
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef BEAMDEF_H
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#define BEAMDEF_H
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#define FBEAM_STARTENTITY 0x00000001
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#define FBEAM_ENDENTITY 0x00000002
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#define FBEAM_FADEIN 0x00000004
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#define FBEAM_FADEOUT 0x00000008
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#define FBEAM_SINENOISE 0x00000010
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#define FBEAM_SOLID 0x00000020
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#define FBEAM_SHADEIN 0x00000040
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#define FBEAM_SHADEOUT 0x00000080
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#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
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#define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet?
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#define FBEAM_ISACTIVE 0x40000000
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#define FBEAM_FOREVER 0x80000000
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typedef struct beam_s BEAM;
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struct beam_s
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{
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BEAM *next;
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int type;
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int flags;
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vec3_t source;
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vec3_t target;
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vec3_t delta;
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float t; // 0 .. 1 over lifetime of beam
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float freq;
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float die;
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float width;
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float amplitude;
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float r, g, b;
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float brightness;
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float speed;
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float frameRate;
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float frame;
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int segments;
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int startEntity;
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int endEntity;
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int modelIndex;
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int frameCount;
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struct model_s *pFollowModel;
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struct particle_s *particles;
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};
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#endif//BEAMDEF_H
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