/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #pragma once #define SF_ENVEXPLOSION_NODAMAGE (1 << 0) // when set, ENV_EXPLOSION will not actually inflict damage #define SF_ENVEXPLOSION_REPEATABLE (1 << 1) // can this entity be refired? #define SF_ENVEXPLOSION_NOFIREBALL (1 << 2) // don't draw the fireball #define SF_ENVEXPLOSION_NOSMOKE (1 << 3) // don't draw the smoke #define SF_ENVEXPLOSION_NODECAL (1 << 4) // don't make a scorch mark #define SF_ENVEXPLOSION_NOSPARKS (1 << 5) // don't make a scorch mark extern void ExplosionCreate(const Vector& center, const Vector& angles, edict_t* pOwner, int magnitude, bool doDamage);