//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef C_TE_EFFECT_DISPATCH_H #define C_TE_EFFECT_DISPATCH_H #ifdef _WIN32 #pragma once #endif #include "effect_dispatch_data.h" typedef void (*ClientEffectCallback)( const CEffectData &data ); class CClientEffectRegistration { public: CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn ); public: const char *m_pEffectName; ClientEffectCallback m_pFunction; CClientEffectRegistration *m_pNext; static CClientEffectRegistration *s_pHead; }; // // Use this macro to register a client effect callback. // If you do DECLARE_CLIENT_EFFECT( "MyEffectName", MyCallback ), then MyCallback will be // called when the server does DispatchEffect( "MyEffect", data ) // #define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \ static CClientEffectRegistration ClientEffectReg_##callbackFunction( effectName, callbackFunction ); void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData ); void DispatchEffect( const char *pName, const CEffectData &data ); #endif // C_TE_EFFECT_DISPATCH_H