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. #ifndef FIRE_H
  8. #define FIRE_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. #include "entityoutput.h"
  13. #include "fire_smoke.h"
  14. #include "plasma.h"
  15. //Spawnflags
  16. #define SF_FIRE_INFINITE 0x00000001
  17. #define SF_FIRE_SMOKELESS 0x00000002
  18. #define SF_FIRE_START_ON 0x00000004
  19. #define SF_FIRE_START_FULL 0x00000008
  20. #define SF_FIRE_DONT_DROP 0x00000010
  21. #define SF_FIRE_NO_GLOW 0x00000020
  22. #define SF_FIRE_DIE_PERMANENT 0x00000080
  23. #define SF_FIRE_VISIBLE_FROM_ABOVE 0x00000100
  24. //==================================================
  25. // CFire
  26. //==================================================
  27. enum fireType_e
  28. {
  29. FIRE_NATURAL = 0,
  30. FIRE_PLASMA,
  31. };
  32. //==================================================
  33. // NPCs and grates do not prevent fire from travelling
  34. #define MASK_FIRE_SOLID ( MASK_SOLID & (~(CONTENTS_MONSTER|CONTENTS_GRATE)) )
  35. //==================================================
  36. // FireSystem
  37. //==================================================
  38. bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type = FIRE_NATURAL);
  39. void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate );
  40. void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat );
  41. bool FireSystem_GetFireDamageDimensions( CBaseEntity *pFire, Vector *pFireMins, Vector *pFireMaxs );
  42. #endif // FIRE_H