/***
 *
 *	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

void ExplosionCreate(const Vector& center, const Vector& angles, CBaseEntity* owner, int magnitude, bool doDamage);
