source-engine/game/server/tf2base/tf_fx.h
2022-08-10 19:52:28 +03:00

24 lines
1.6 KiB
C

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
//
//
//=============================================================================
#ifndef TF_FX_H
#define TF_FX_H
#ifdef _WIN32
#pragma once
#endif
#include "particle_parse.h"
void TE_FireBullets( int iPlayerIndex, const Vector &vOrigin, const QAngle &vAngles, int iWeaponID, int iMode, int iSeed, float flSpread, bool bCritical );
void TE_TFExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal, int iWeaponID, int nEntIndex );
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity = false );
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity = NULL, int iAttachmentPoint = -1, bool bResetAllParticlesOnEntity = false );
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity = NULL, int iAttachType = PATTACH_CUSTOMORIGIN );
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity = NULL );
#endif // TF_FX_H