ReGameDLL_CS/regamedll/dlls/explode.h

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