/***
*
*	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.
*
****/

#ifndef BEAMDEF_H
#define BEAMDEF_H

#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_s
{
	BEAM		*next;
	int		type;
	int		flags;
	vec3_t		source;
	vec3_t		target;
	vec3_t		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;
	struct model_s	*pFollowModel;
	struct particle_s	*particles;
};

#endif//BEAMDEF_H
