Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef TEMPENTITY_H
  7. #define TEMPENTITY_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #define TE_EXPLFLAG_NONE 0x0 // all flags clear makes default Half-Life explosion
  12. #define TE_EXPLFLAG_NOADDITIVE 0x1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
  13. #define TE_EXPLFLAG_NODLIGHTS 0x2 // do not render dynamic lights
  14. #define TE_EXPLFLAG_NOSOUND 0x4 // do not play client explosion sound
  15. #define TE_EXPLFLAG_NOPARTICLES 0x8 // do not draw particles
  16. #define TE_EXPLFLAG_DRAWALPHA 0x10 // sprite will be drawn alpha
  17. #define TE_EXPLFLAG_ROTATE 0x20 // rotate the sprite randomly
  18. #define TE_EXPLFLAG_NOFIREBALL 0x40 // do not draw a fireball
  19. #define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 // do not draw smoke with the fireball
  20. #define TE_BEAMPOINTS 0 // beam effect between two points
  21. #define TE_SPRITE 1 // additive sprite, plays 1 cycle
  22. #define TE_BEAMDISK 2 // disk that expands to max radius over lifetime
  23. #define TE_BEAMCYLINDER 3 // cylinder that expands to max radius over lifetime
  24. #define TE_BEAMFOLLOW 4 // create a line of decaying beam segments until entity stops moving
  25. #define TE_BEAMRING 5 // connect a beam ring to two entities
  26. #define TE_BEAMSPLINE 6
  27. #define TE_BEAMRINGPOINT 7
  28. #define TE_BEAMLASER 8 // Fades according to viewpoint
  29. #define TE_BEAMTESLA 9
  30. #endif // TEMPENTITY_H