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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tempentity.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= 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