/***
 *
 *	Copyright (c) 1996-2002, 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

struct model_t;
struct particle_t;

#define FBEAM_STARTENTITY 0x00000001
#define FBEAM_ENDENTITY 0x00000002
#define FBEAM_FADEIN 0x00000004
#define FBEAM_FADEOUT 0x00000008
#define FBEAM_SINENOISE 0x00000010
#define FBEAM_SOLID 0x00000020
#define FBEAM_SHADEIN 0x00000040
#define FBEAM_SHADEOUT 0x00000080
#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
#define FBEAM_ENDVISIBLE 0x20000000	  // Has this client actually seen this beam's end entity yet?
#define FBEAM_ISACTIVE 0x40000000
#define FBEAM_FOREVER 0x80000000

struct BEAM
{
	BEAM* next;
	int type;
	int flags;
	Vector source;
	Vector target;
	Vector delta;
	float t; // 0 .. 1 over lifetime of beam
	float freq;
	float die;
	float width;
	float amplitude;
	float r, g, b;
	float brightness;
	float speed;
	float frameRate;
	float frame;
	int segments;
	int startEntity;
	int endEntity;
	int modelIndex;
	int frameCount;
	model_t* pFollowModel;
	particle_t* particles;
};
