/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #if !defined ( BEAMDEFH ) #define BEAMDEFH #ifdef _WIN32 #pragma once #endif #define FBEAM_STARTENTITY 0x00000001 #define FBEAM_ENDENTITY 0x00000002 #define FBEAM_FADEIN 0x00000004 #define FBEAM_FADEOUT 0x00000008 #define FBEAM_SINENOISE 0x00000010 #define FBEAM_SOLID 0x00000020 #define FBEAM_SHADEIN 0x00000040 #define FBEAM_SHADEOUT 0x00000080 #define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet? #define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet? #define FBEAM_ISACTIVE 0x40000000 #define FBEAM_FOREVER 0x80000000 typedef struct beam_s BEAM; struct beam_s { BEAM *next; int type; int flags; vec3_t source; vec3_t target; vec3_t delta; float t; // 0 .. 1 over lifetime of beam float freq; float die; float width; float amplitude; float r, g, b; float brightness; float speed; float frameRate; float frame; int segments; int startEntity; int endEntity; int modelIndex; int frameCount; struct model_s *pFollowModel; struct particle_s *particles; }; #endif