Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TEMPENTITY_H
#define TEMPENTITY_H
#ifdef _WIN32
#pragma once
#endif
#define TE_EXPLFLAG_NONE 0x0 // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE 0x1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_DLIGHT 0x2 // explosion has a DLIGHT
#define TE_EXPLFLAG_NOSOUND 0x4 // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 0x8 // do not draw particles
#define TE_EXPLFLAG_DRAWALPHA 0x10 // sprite will be drawn alpha
#define TE_EXPLFLAG_ROTATE 0x20 // rotate the sprite randomly
#define TE_EXPLFLAG_NOFIREBALL 0x40 // do not draw a fireball
#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 // do not draw smoke with the fireball
#define TE_EXPLFLAG_ICE 0x100 // do ice effects
#define TE_EXPLFLAG_SCALEPARTICLES 0x200
#define TE_BEAMPOINTS 0 // beam effect between two points
#define TE_SPRITE 1 // additive sprite, plays 1 cycle
#define TE_BEAMDISK 2 // disk that expands to max radius over lifetime
#define TE_BEAMCYLINDER 3 // cylinder that expands to max radius over lifetime
#define TE_BEAMFOLLOW 4 // create a line of decaying beam segments until entity stops moving
#define TE_BEAMRING 5 // connect a beam ring to two entities
#define TE_BEAMSPLINE 6
#define TE_BEAMRINGPOINT 7
#define TE_BEAMLASER 8 // Fades according to viewpoint
#define TE_BEAMTESLA 9
#endif // TEMPENTITY_H