You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
43 lines
2.3 KiB
43 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
// |
|
//=============================================================================// |
|
#ifndef EXPLODE_H |
|
#define EXPLODE_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_NOSMOKE 0x00000008 // don't draw the smoke |
|
#define SF_ENVEXPLOSION_NODECAL 0x00000010 // don't make a scorch mark |
|
#define SF_ENVEXPLOSION_NOSPARKS 0x00000020 // don't make sparks |
|
#define SF_ENVEXPLOSION_NOSOUND 0x00000040 // don't play explosion sound. |
|
#define SF_ENVEXPLOSION_RND_ORIENT 0x00000080 // randomly oriented sprites |
|
#define SF_ENVEXPLOSION_NOFIREBALLSMOKE 0x0100 |
|
#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 |
|
|
|
extern short g_sModelIndexFireball; |
|
extern short g_sModelIndexSmoke; |
|
|
|
void ExplosionCreate( const Vector ¢er, 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 ExplosionCreate( const Vector ¢er, 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 ExplosionCreate( const Vector ¢er, 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 //EXPLODE_H
|
|
|