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-rw-r--r--game/client/c_te_effect_dispatch.h46
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diff --git a/game/client/c_te_effect_dispatch.h b/game/client/c_te_effect_dispatch.h
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+++ b/game/client/c_te_effect_dispatch.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_TE_EFFECT_DISPATCH_H
+#define C_TE_EFFECT_DISPATCH_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "effect_dispatch_data.h"
+
+
+typedef void (*ClientEffectCallback)( const CEffectData &data );
+
+
+class CClientEffectRegistration
+{
+public:
+ CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn );
+
+public:
+ const char *m_pEffectName;
+ ClientEffectCallback m_pFunction;
+ CClientEffectRegistration *m_pNext;
+
+ static CClientEffectRegistration *s_pHead;
+};
+
+
+//
+// Use this macro to register a client effect callback.
+// If you do DECLARE_CLIENT_EFFECT( "MyEffectName", MyCallback ), then MyCallback will be
+// called when the server does DispatchEffect( "MyEffect", data )
+//
+#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \
+ static CClientEffectRegistration ClientEffectReg_##callbackFunction( effectName, callbackFunction );
+
+void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
+void DispatchEffect( const char *pName, const CEffectData &data );
+
+#endif // C_TE_EFFECT_DISPATCH_H