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51 lines
1.4 KiB
51 lines
1.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FX_CS_SHARED_H
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#define FX_CS_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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// This runs on both the client and the server.
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// On the server, it only does the damage calculations.
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// On the client, it does all the effects.
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void FX_FireBullets(
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int iPlayer,
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uint16 nItemDefIndex,
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const Vector &vOrigin,
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const QAngle &vAngles,
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CSWeaponID iWeaponID,
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int iMode,
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int iSeed,
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float fInaccuracy,
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float fSpread,
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float fAccuracyFishtail,
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float flSoundTime/* = 0.0f*/,
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WeaponSound_t sound_type/* = SINGLE*/,
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float flRecoilIndex/* = 0.0f*/
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);
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// This runs on both the client and the server.
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// On the server, it dispatches a TE_PlantBomb to visible clients.
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// On the client, it plays the planting animation.
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enum PlantBombOption_t
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{
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PLANTBOMB_PLANT, // play the planting animation
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PLANTBOMB_ABORT, // abort the planting animation
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// NOTE: If you add additional items to this enum then m_option in CTEPlantBomb will need to have its SendPropInt setting changed to have more than one bit.
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};
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void FX_PlantBomb( int iPlayer, const Vector &vOrigin, PlantBombOption_t option );
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#endif // FX_CS_SHARED_H
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