Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ASW_ENV_EXPLOSION_H
#define ASW_ENV_EXPLOSION_H
#define SF_ENVEXPLOSION_NODAMAGE 0x00000001 // when set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE 0x00000002 // can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL 0x00000004 // don't draw the fireball
#define SF_ENVEXPLOSION_NODECAL 0x00000008 // don't make a scorch mark
#define SF_ENVEXPLOSION_NOSOUND 0x00000010 // don't play explosion sound.
#define SF_ENVEXPLOSION_SURFACEONLY 0x00000020 // don't damage the player if he's underwater.
#define SF_ENVEXPLOSION_GENERIC_DAMAGE 0x00000040 // don't do BLAST damage
#define SF_ENVEXPLOSION_NODLIGHTS 0x00000080 // don't do a dlight
#define SF_ENVEXPLOSION_ICE 0x0100 // freeze stuff and do ice type effects
//#define SF_ENVEXPLOSION_NOPARTICLES 0x00000200
//#define SF_ENVEXPLOSION_NODLIGHTS 0x00000400
//#define SF_ENVEXPLOSION_NOCLAMPMIN 0x00000800 // don't clamp the minimum size of the fireball sprite
//#define SF_ENVEXPLOSION_NOCLAMPMAX 0x00001000 // don't clamp the maximum size of the fireball sprite
//#define SF_ENVEXPLOSION_SURFACEONLY 0x00002000 // don't damage the player if he's underwater.
//#define SF_ENVEXPLOSION_GENERIC_DAMAGE 0x00004000 // don't do BLAST damage
//#define SF_ENVEXPLOSION_ICE 0x00008000 // freeze stuff and do ice type effects
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags,
float flExplosionForce = 0.0f, CBaseEntity *pInflictor = NULL, int iCustomDamageType = -1, const EHANDLE *ignoredEntity = NULL, Class_T ignoredClass = CLASS_NONE);
// this version lets you specify classes or entities to be ignored
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
const EHANDLE *ignoredEntity, Class_T ignoredClass,
float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
#endif //ASW_ENV_EXPLOSION_H