source-engine/game/client/c_te_effect_dispatch.h

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
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//===========================================================================//
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#ifndef C_TE_EFFECT_DISPATCH_H
#define C_TE_EFFECT_DISPATCH_H
#ifdef _WIN32
#pragma once
#endif
#include "effect_dispatch_data.h"
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#include "precache_register.h"
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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.
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// If you do DECLARE_CLIENT_EFFECT( MyEffectName, MyCallback ), then MyCallback will be
// called when the server does DispatchEffect( "MyEffectName", data )
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//
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#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()
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void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
void DispatchEffect( const char *pName, const CEffectData &data );
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void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data );
void DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
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#endif // C_TE_EFFECT_DISPATCH_H