Counter Strike : Global Offensive Source Code
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  1. //===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //===========================================================================//
  8. #ifndef EXPLODE_H
  9. #define EXPLODE_H
  10. #define SF_ENVEXPLOSION_NODAMAGE 0x00000001 // when set, ENV_EXPLOSION will not actually inflict damage
  11. #define SF_ENVEXPLOSION_REPEATABLE 0x00000002 // can this entity be refired?
  12. #define SF_ENVEXPLOSION_NOFIREBALL 0x00000004 // don't draw the fireball
  13. #define SF_ENVEXPLOSION_NOSMOKE 0x00000008 // don't draw the smoke
  14. #define SF_ENVEXPLOSION_NODECAL 0x00000010 // don't make a scorch mark
  15. #define SF_ENVEXPLOSION_NOSPARKS 0x00000020 // don't make sparks
  16. #define SF_ENVEXPLOSION_NOSOUND 0x00000040 // don't play explosion sound.
  17. #define SF_ENVEXPLOSION_RND_ORIENT 0x00000080 // randomly oriented sprites
  18. #define SF_ENVEXPLOSION_NOFIREBALLSMOKE 0x0100
  19. #define SF_ENVEXPLOSION_NOPARTICLES 0x00000200
  20. #define SF_ENVEXPLOSION_NODLIGHTS 0x00000400
  21. #define SF_ENVEXPLOSION_NOCLAMPMIN 0x00000800 // don't clamp the minimum size of the fireball sprite
  22. #define SF_ENVEXPLOSION_NOCLAMPMAX 0x00001000 // don't clamp the maximum size of the fireball sprite
  23. #define SF_ENVEXPLOSION_SURFACEONLY 0x00002000 // don't damage the player if he's underwater.
  24. #define SF_ENVEXPLOSION_GENERIC_DAMAGE 0x00004000 // don't do BLAST damage
  25. #define SF_ENVEXPLOSION_ICE 0x00008000 // freeze stuff and do ice type effects
  26. extern int g_sModelIndexFireball;
  27. extern int g_sModelIndexSmoke;
  28. void ExplosionCreate( const Vector &center, const QAngle &angles,
  29. CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
  30. void ExplosionCreate( const Vector &center, const QAngle &angles,
  31. CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags,
  32. float flExplosionForce = 0.0f, CBaseEntity *pInflictor = NULL, int iCustomDamageType = -1, const EHANDLE *ignoredEntity = NULL, Class_T ignoredClass = CLASS_NONE);
  33. // this version lets you specify classes or entities to be ignored
  34. void ExplosionCreate( const Vector &center, const QAngle &angles,
  35. CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
  36. const EHANDLE *ignoredEntity, Class_T ignoredClass,
  37. float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
  38. #endif //EXPLODE_H