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37 lines
1.6 KiB
37 lines
1.6 KiB
//========= Copyright © 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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