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//========= Copyright <EFBFBD> 1996-2005, 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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#ifndef TEMPENTITY_H
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#define TEMPENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define TE_EXPLFLAG_NONE 0x0 // all flags clear makes default Half-Life explosion
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#define TE_EXPLFLAG_NOADDITIVE 0x1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
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#define TE_EXPLFLAG_DLIGHT 0x2 // explosion has a DLIGHT
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#define TE_EXPLFLAG_NOSOUND 0x4 // do not play client explosion sound
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#define TE_EXPLFLAG_NOPARTICLES 0x8 // do not draw particles
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#define TE_EXPLFLAG_DRAWALPHA 0x10 // sprite will be drawn alpha
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#define TE_EXPLFLAG_ROTATE 0x20 // rotate the sprite randomly
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#define TE_EXPLFLAG_NOFIREBALL 0x40 // do not draw a fireball
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#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 // do not draw smoke with the fireball
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#define TE_EXPLFLAG_ICE 0x100 // do ice effects
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#define TE_EXPLFLAG_SCALEPARTICLES 0x200
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#define TE_BEAMPOINTS 0 // beam effect between two points
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#define TE_SPRITE 1 // additive sprite, plays 1 cycle
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#define TE_BEAMDISK 2 // disk that expands to max radius over lifetime
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#define TE_BEAMCYLINDER 3 // cylinder that expands to max radius over lifetime
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#define TE_BEAMFOLLOW 4 // create a line of decaying beam segments until entity stops moving
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#define TE_BEAMRING 5 // connect a beam ring to two entities
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#define TE_BEAMSPLINE 6
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#define TE_BEAMRINGPOINT 7
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#define TE_BEAMLASER 8 // Fades according to viewpoint
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#define TE_BEAMTESLA 9
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#endif // TEMPENTITY_H
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