2008-12-25 22:00:00 +01:00
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//=======================================================================
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// Copyright (C) Shambler Team 2004
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// sfx.h - different type special effects
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// e.g. explodes, sparks, smoke e.t.c
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//=======================================================================
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#ifndef SFX_H
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#define SFX_H
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#include "extdll.h"
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#include "utils.h"
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#include "cbase.h"
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#include "baseweapon.h"
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#include "player.h"
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#include "defaults.h"
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#include "shake.h"
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#include "basebeams.h"
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2009-01-15 22:00:00 +01:00
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#include "te_message.h"
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2008-12-25 22:00:00 +01:00
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// Break Model Defines
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#define BREAK_TYPEMASK 0x4F
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#define BREAK_GLASS 0x01
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#define BREAK_METAL 0x02
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#define BREAK_FLESH 0x04
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#define BREAK_WOOD 0x08
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#define BREAK_SMOKE 0x10
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#define BREAK_TRANS 0x20
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#define BREAK_CONCRETE 0x40
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#define BREAK_2 0x80
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// Colliding temp entity sounds
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#define BOUNCE_GLASS BREAK_GLASS
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#define BOUNCE_METAL BREAK_METAL
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#define BOUNCE_FLESH BREAK_FLESH
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#define BOUNCE_WOOD BREAK_WOOD
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#define BOUNCE_SHRAP 0x10
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#define BOUNCE_SHELL 0x20
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#define BOUNCE_CONCRETE BREAK_CONCRETE
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#define BOUNCE_SHOTSHELL 0x80
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// Temp entity bounce sound types
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#define TE_BOUNCE_NULL 0
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#define TE_BOUNCE_SHELL 1
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#define TE_BOUNCE_SHOTSHELL 2
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void SFX_Explode( short model, Vector origin, float scale, int flags = 0 );
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void SFX_Trail( int entindex, short model, Vector color = Vector(200, 200, 200), float life = 30);
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void SFX_MakeGibs( int shards, Vector pos, Vector size, Vector velocity, float time = 25, int flags = 0);
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void SFX_EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
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void SFX_Decal( const Vector &vecOrigin, int decalIndex, int entityIndex, int modelIndex );
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void SFX_Light ( entvars_t *pev, float iTime, float decay, int attachment = 0 );
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void SFX_Zap ( entvars_t *pev, const Vector &vecSrc, const Vector &vecDest );
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void SFX_Ring ( entvars_t *pev, entvars_t *pev2 );
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#endif //SFX_H
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