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