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beam_flags.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( BEAM_FLAGS_H )
#define BEAM_FLAGS_H
#ifdef _WIN32
#pragma once
#endif
enum
{
FBEAM_STARTENTITY = 0x00000001,
FBEAM_ENDENTITY = 0x00000002,
FBEAM_FADEIN = 0x00000004,
FBEAM_FADEOUT = 0x00000008,
FBEAM_SINENOISE = 0x00000010,
FBEAM_SOLID = 0x00000020,
FBEAM_SHADEIN = 0x00000040,
FBEAM_SHADEOUT = 0x00000080,
FBEAM_ONLYNOISEONCE = 0x00000100, // Only calculate our noise once
FBEAM_NOTILE = 0x00000200,
FBEAM_USE_HITBOXES = 0x00000400, // Attachment indices represent hitbox indices instead when this is set.
FBEAM_STARTVISIBLE = 0x00000800, // Has this client actually seen this beam's start entity yet?
FBEAM_ENDVISIBLE = 0x00001000, // Has this client actually seen this beam's end entity yet?
FBEAM_ISACTIVE = 0x00002000,
FBEAM_FOREVER = 0x00004000,
FBEAM_HALOBEAM = 0x00008000, // When drawing a beam with a halo, don't ignore the segments and endwidth
FBEAM_REVERSED = 0x00010000,
NUM_BEAM_FLAGS = 17 // KEEP THIS UPDATED!
};
#endif // BEAM_FLAGS_H