//===== Copyright © 1996-2005, 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 #define SF_ENVEXPLOSION_ICE 0x00008000 // freeze stuff and do ice type effects extern int g_sModelIndexFireball; extern int 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