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53 lines
1.6 KiB
53 lines
1.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FIRE_H
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#define FIRE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "entityoutput.h"
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#include "fire_smoke.h"
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#include "plasma.h"
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//Spawnflags
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#define SF_FIRE_INFINITE 0x00000001
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#define SF_FIRE_SMOKELESS 0x00000002
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#define SF_FIRE_START_ON 0x00000004
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#define SF_FIRE_START_FULL 0x00000008
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#define SF_FIRE_DONT_DROP 0x00000010
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#define SF_FIRE_NO_GLOW 0x00000020
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#define SF_FIRE_DIE_PERMANENT 0x00000080
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#define SF_FIRE_VISIBLE_FROM_ABOVE 0x00000100
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//==================================================
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// CFire
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//==================================================
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enum fireType_e
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{
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FIRE_NATURAL = 0,
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FIRE_PLASMA,
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};
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//==================================================
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// NPCs and grates do not prevent fire from travelling
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#define MASK_FIRE_SOLID ( MASK_SOLID & (~(CONTENTS_MONSTER|CONTENTS_GRATE)) )
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//==================================================
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// FireSystem
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//==================================================
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bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type = FIRE_NATURAL);
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void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate );
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void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat );
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bool FireSystem_GetFireDamageDimensions( CBaseEntity *pFire, Vector *pFireMins, Vector *pFireMaxs );
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#endif // FIRE_H
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