Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FIRE_H
#define FIRE_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
#include "fire_smoke.h"
#include "plasma.h"
//Spawnflags
#define SF_FIRE_INFINITE 0x00000001
#define SF_FIRE_SMOKELESS 0x00000002
#define SF_FIRE_START_ON 0x00000004
#define SF_FIRE_START_FULL 0x00000008
#define SF_FIRE_DONT_DROP 0x00000010
#define SF_FIRE_NO_GLOW 0x00000020
#define SF_FIRE_DIE_PERMANENT 0x00000080
#define SF_FIRE_VISIBLE_FROM_ABOVE 0x00000100
//==================================================
// CFire
//==================================================
enum fireType_e
{
FIRE_NATURAL = 0,
FIRE_PLASMA,
};
//==================================================
// NPCs and grates do not prevent fire from travelling
#define MASK_FIRE_SOLID ( MASK_SOLID & (~(CONTENTS_MONSTER|CONTENTS_GRATE)) )
//==================================================
// FireSystem
//==================================================
bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type = FIRE_NATURAL);
void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate );
void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat );
bool FireSystem_GetFireDamageDimensions( CBaseEntity *pFire, Vector *pFireMins, Vector *pFireMaxs );
#endif // FIRE_H