59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
//========= 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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// $NoKeywords: $
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//===========================================================================//
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#ifndef C_TE_EFFECT_DISPATCH_H
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#define C_TE_EFFECT_DISPATCH_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "effect_dispatch_data.h"
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#include "precache_register.h"
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typedef void (*ClientEffectCallback)( const CEffectData &data );
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class CClientEffectRegistration
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{
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public:
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CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn );
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public:
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const char *m_pEffectName;
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ClientEffectCallback m_pFunction;
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CClientEffectRegistration *m_pNext;
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static CClientEffectRegistration *s_pHead;
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};
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//
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// Use this macro to register a client effect callback.
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// If you do DECLARE_CLIENT_EFFECT( MyEffectName, MyCallback ), then MyCallback will be
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// called when the server does DispatchEffect( "MyEffectName", data )
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//
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#define DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
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static CClientEffectRegistration ClientEffectReg_##callbackFunction( #effectName, callbackFunction );
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#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \
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DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
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PRECACHE_REGISTER_BEGIN( DISPATCH_EFFECT, effectName ) \
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PRECACHE_REGISTER_END()
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#define DECLARE_CLIENT_EFFECT_BEGIN( effectName, callbackFunction ) \
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DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
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PRECACHE_REGISTER_BEGIN( DISPATCH_EFFECT, effectName )
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#define DECLARE_CLIENT_EFFECT_END() PRECACHE_REGISTER_END()
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void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
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void DispatchEffect( const char *pName, const CEffectData &data );
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void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data );
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void DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
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#endif // C_TE_EFFECT_DISPATCH_H
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