sqwarmed/sdk_src/game/client/c_te_effect_dispatch.h

59 lines
2.0 KiB
C++

//========= Copyright © 1996-2005, 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"
#include "precache_register.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( "MyEffectName", data )
//
#define DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
static CClientEffectRegistration ClientEffectReg_##callbackFunction( #effectName, callbackFunction );
#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \
DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
PRECACHE_REGISTER_BEGIN( DISPATCH_EFFECT, effectName ) \
PRECACHE_REGISTER_END()
#define DECLARE_CLIENT_EFFECT_BEGIN( effectName, callbackFunction ) \
DECLARE_CLIENT_EFFECT_INTERNAL( effectName, callbackFunction ) \
PRECACHE_REGISTER_BEGIN( DISPATCH_EFFECT, effectName )
#define DECLARE_CLIENT_EFFECT_END() PRECACHE_REGISTER_END()
void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
void DispatchEffect( const char *pName, const CEffectData &data );
void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data );
void DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
#endif // C_TE_EFFECT_DISPATCH_H