//========= Copyright Valve Corporation, All rights reserved. ============// // // // //============================================================================= #ifndef TF_FX_SHARED_H #define TF_FX_SHARED_H #ifdef _WIN32 #pragma once #endif // Client specific. #ifdef CLIENT_DLL #include "c_tf_player.h" // Server specific. #else #include "tf_player.h" #endif void FX_WeaponSound ( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo ); void StartGroupingSounds( void ); void EndGroupingSounds( void ); bool IsFixedWeaponSpreadEnabled( void ); // 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( CTFWeaponBase *pWpn, int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles, int iWeapon, int iMode, int iSeed, float flSpread, float flDamage = -1.0f, bool bCritical = false ); #endif // TF_FX_SHARED_H