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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef TF_FX_H
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#define TF_FX_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "particle_parse.h"
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#include "networkstringtabledefs.h"
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void TE_FireBullets( int iPlayerIndex, const Vector &vOrigin, const QAngle &vAngles, int iWeaponID, int iMode, int iSeed, float flSpread, bool bCritical );
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// Historically -1 was used for an nEntIndex when we wanted the client to reconstruct
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// INVALID_EHANDLE_INDEX, however that forced us to transmit nEntIndex as signed which
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// meant that half of the edict values triggered asserts and did not transmit correctly.
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// Now we use 2047 as the magic value. This results in the same bit patterns being
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// transmitted, but no asserts, and it makes it more explicit that we have stolen one
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// of the valid nEntIndex values for a special purpose.
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const int kInvalidEHandleExplosion = MAX_EDICTS - 1;
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const int kInvalidEHandleParticleEffect = MAX_EDICTS - 1;
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void TE_TFExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal, int iWeaponID, int nEntIndex, int nDefID = -1, int nSound = SPECIAL1, int iCustomParticle = INVALID_STRING_INDEX );
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void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false );
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void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false );
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void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL, ParticleAttachment_t iAttachType = PATTACH_CUSTOMORIGIN );
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void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
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void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
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void TE_TFParticleEffectComplex
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(
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IRecipientFilter &filter,
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float flDelay,
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const char *pszParticleName,
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Vector vecOrigin,
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QAngle vecAngles,
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te_tf_particle_effects_colors_t *pOptionalColors = NULL,
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te_tf_particle_effects_control_point_t *pOptionalControlPoint1 = NULL,
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CBaseEntity *pEntity = NULL,
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ParticleAttachment_t eAttachType = PATTACH_CUSTOMORIGIN,
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Vector vecStart = vec3_origin
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);
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#endif // TF_FX_H
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