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