//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef FX_CS_SHARED_H #define FX_CS_SHARED_H #ifdef _WIN32 #pragma once #endif #ifdef CLIENT_DLL #include "c_cs_player.h" #else #include "cs_player.h" #endif // This runs on both the client and the server. // On the server, it only does the damage calculations. // On the client, it does all the effects. void FX_FireBullets( int iPlayer, const Vector &vOrigin, const QAngle &vAngles, int iWeaponID, int iMode, int iSeed, float fInaccuracy, float fSpread, float flSoundTime = 0.0f ); // This runs on both the client and the server. // On the server, it dispatches a TE_PlantBomb to visible clients. // On the client, it plays the planting animation. enum PlantBombOption_t { PLANTBOMB_PLANT, // play the planting animation PLANTBOMB_ABORT, // abort the planting animation // NOTE: If you add additional items to this enum then m_option in CTEPlantBomb will need to have its SendPropInt setting changed to have more than one bit. }; void FX_PlantBomb( int iPlayer, const Vector &vOrigin, PlantBombOption_t option ); #endif // FX_CS_SHARED_H