/*
** 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