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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_DOD_SHARED_H
#define FX_DOD_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#else
#include "dod_player.h"
#endif
#include "dod_weapon_parse.h"
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets(
int iPlayer,
const Vector &vOrigin,
const QAngle &vAngles,
int iWeaponID,
int iMode,
int iSeed,
float flSpread
);
#ifndef CLIENT_DLL
void TE_DODExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal );
#endif
#endif // FX_DOD_SHARED_H
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