45 lines
2.4 KiB
C
45 lines
2.4 KiB
C
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//===== Copyright <20> 1996-2005, 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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//===========================================================================//
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#ifndef EXPLODE_H
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#define EXPLODE_H
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#define SF_ENVEXPLOSION_NODAMAGE 0x00000001 // when set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE 0x00000002 // can this entity be refired?
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#define SF_ENVEXPLOSION_NOFIREBALL 0x00000004 // don't draw the fireball
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#define SF_ENVEXPLOSION_NOSMOKE 0x00000008 // don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL 0x00000010 // don't make a scorch mark
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#define SF_ENVEXPLOSION_NOSPARKS 0x00000020 // don't make sparks
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#define SF_ENVEXPLOSION_NOSOUND 0x00000040 // don't play explosion sound.
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#define SF_ENVEXPLOSION_RND_ORIENT 0x00000080 // randomly oriented sprites
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#define SF_ENVEXPLOSION_NOFIREBALLSMOKE 0x0100
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#define SF_ENVEXPLOSION_NOPARTICLES 0x00000200
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#define SF_ENVEXPLOSION_NODLIGHTS 0x00000400
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#define SF_ENVEXPLOSION_NOCLAMPMIN 0x00000800 // don't clamp the minimum size of the fireball sprite
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#define SF_ENVEXPLOSION_NOCLAMPMAX 0x00001000 // don't clamp the maximum size of the fireball sprite
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#define SF_ENVEXPLOSION_SURFACEONLY 0x00002000 // don't damage the player if he's underwater.
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#define SF_ENVEXPLOSION_GENERIC_DAMAGE 0x00004000 // don't do BLAST damage
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#define SF_ENVEXPLOSION_ICE 0x00008000 // freeze stuff and do ice type effects
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extern int g_sModelIndexFireball;
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extern int g_sModelIndexSmoke;
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void ExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
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void ExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags,
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float flExplosionForce = 0.0f, CBaseEntity *pInflictor = NULL, int iCustomDamageType = -1, const EHANDLE *ignoredEntity = NULL, Class_T ignoredClass = CLASS_NONE);
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// this version lets you specify classes or entities to be ignored
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void ExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
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const EHANDLE *ignoredEntity, Class_T ignoredClass,
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float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
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#endif //EXPLODE_H
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