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46 lines
1.2 KiB
46 lines
1.2 KiB
//========= Copyright 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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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( "MyEffect", data ) |
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// |
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#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \ |
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static CClientEffectRegistration ClientEffectReg_##callbackFunction( effectName, callbackFunction ); |
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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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#endif // C_TE_EFFECT_DISPATCH_H
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