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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_SHARED_H
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#define TF_FX_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#endif
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void FX_WeaponSound ( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo );
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void StartGroupingSounds( void );
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void EndGroupingSounds( void );
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bool IsFixedWeaponSpreadEnabled( void );
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// This runs on both the client and the server.
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// On the server, it only does the damage calculations.
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// On the client, it does all the effects.
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void FX_FireBullets( CTFWeaponBase *pWpn, int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
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int iWeapon, int iMode, int iSeed, float flSpread, float flDamage = -1.0f, bool bCritical = false );
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#endif // TF_FX_SHARED_H
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