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https://github.com/rehlds/rechecker.git
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fc73912229
Added support ReHLDS API 3.X Refactoring
56 lines
2.3 KiB
C++
56 lines
2.3 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // when set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // can this entity be refired?
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#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // don't draw the fireball
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#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL (1<<4) // don't make a scorch mark
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#define SF_ENVEXPLOSION_NOSPARKS (1<<5) // don't make a scorch mark
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class CShower: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual int ObjectCaps() = 0;
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virtual void Think() = 0;
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virtual void Touch(CBaseEntity *pOther) = 0;
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};
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class CEnvExplosion: public CBaseMonster {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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public:
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int m_iMagnitude;
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int m_spriteScale;
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};
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