/* ** SFXtype.h -- Special Effects Type information for scripts ** ** Copyright 1997 Cavedog Entertainment */ #ifndef __SFXTYPE_H_ #define __SFXTYPE_H_ /* Special Effect Particles referenced in the scripting language with the command "emit-sfx". This file is included by any scripts that use the command, as well as TAObjScr.cpp in the game, so it can start the proper effect. */ // IMPORTANT: If you change these defines, copy the file to // v:\totala\cdimage\scripts so the scripts have // access to the proper data, and recompile them. // Vector-based special effects #define SFXTYPE_VTOL 0 #define SFXTYPE_THRUST 1 #define SFXTYPE_WAKE1 2 #define SFXTYPE_WAKE2 3 #define SFXTYPE_REVERSEWAKE1 4 #define SFXTYPE_REVERSEWAKE2 5 // Point-based (piece origin) special effects #define SFXTYPE_POINTBASED 256 #define SFXTYPE_WHITESMOKE (SFXTYPE_POINTBASED | 1) #define SFXTYPE_BLACKSMOKE (SFXTYPE_POINTBASED | 2) #define SFXTYPE_SUBBUBBLES (SFXTYPE_POINTBASED | 3) #endif