Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef EXPLODE_H
#define EXPLODE_H
#define SF_ENVEXPLOSION_NODAMAGE 0x00000001 // when set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE 0x00000002 // can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL 0x00000004 // don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE 0x00000008 // don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL 0x00000010 // don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS 0x00000020 // don't make sparks
#define SF_ENVEXPLOSION_NOSOUND 0x00000040 // don't play explosion sound.
#define SF_ENVEXPLOSION_RND_ORIENT 0x00000080 // randomly oriented sprites
#define SF_ENVEXPLOSION_NOFIREBALLSMOKE 0x0100
#define SF_ENVEXPLOSION_NOPARTICLES 0x00000200
#define SF_ENVEXPLOSION_NODLIGHTS 0x00000400
#define SF_ENVEXPLOSION_NOCLAMPMIN 0x00000800 // don't clamp the minimum size of the fireball sprite
#define SF_ENVEXPLOSION_NOCLAMPMAX 0x00001000 // don't clamp the maximum size of the fireball sprite
#define SF_ENVEXPLOSION_SURFACEONLY 0x00002000 // don't damage the player if he's underwater.
#define SF_ENVEXPLOSION_GENERIC_DAMAGE 0x00004000 // don't do BLAST damage
extern short g_sModelIndexFireball;
extern short g_sModelIndexSmoke;
void ExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
void ExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags,
float flExplosionForce = 0.0f, CBaseEntity *pInflictor = NULL, int iCustomDamageType = -1, const EHANDLE *ignoredEntity = NULL, Class_T ignoredClass = CLASS_NONE);
// this version lets you specify classes or entities to be ignored
void ExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
const EHANDLE *ignoredEntity, Class_T ignoredClass,
float flExplosionForce = 0.0f, bool bSurfaceOnly = false, bool bSilent = false, int iCustomDamageType = -1 );
#endif //EXPLODE_H