//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #if !defined( BEAM_FLAGS_H ) #define BEAM_FLAGS_H #ifdef _WIN32 #pragma once #endif enum { FBEAM_STARTENTITY = 0x00000001, FBEAM_ENDENTITY = 0x00000002, FBEAM_FADEIN = 0x00000004, FBEAM_FADEOUT = 0x00000008, FBEAM_SINENOISE = 0x00000010, FBEAM_SOLID = 0x00000020, FBEAM_SHADEIN = 0x00000040, FBEAM_SHADEOUT = 0x00000080, FBEAM_ONLYNOISEONCE = 0x00000100, // Only calculate our noise once FBEAM_NOTILE = 0x00000200, FBEAM_USE_HITBOXES = 0x00000400, // Attachment indices represent hitbox indices instead when this is set. FBEAM_STARTVISIBLE = 0x00000800, // Has this client actually seen this beam's start entity yet? FBEAM_ENDVISIBLE = 0x00001000, // Has this client actually seen this beam's end entity yet? FBEAM_ISACTIVE = 0x00002000, FBEAM_FOREVER = 0x00004000, FBEAM_HALOBEAM = 0x00008000, // When drawing a beam with a halo, don't ignore the segments and endwidth FBEAM_REVERSED = 0x00010000, NUM_BEAM_FLAGS = 17 // KEEP THIS UPDATED! }; #endif // BEAM_FLAGS_H