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33 lines
1.3 KiB
C
33 lines
1.3 KiB
C
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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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 ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired?
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#define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball
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#define SF_ENVEXPLOSION_NOSMOKE ( 1 << 3 ) // don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark
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#define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark
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extern DLL_GLOBAL short g_sModelIndexFireball;
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extern DLL_GLOBAL short g_sModelIndexSmoke;
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extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage, int inExplosionTeam = 0);
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#endif //EXPLODE_H
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