//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef FX_DOD_SHARED_H #define FX_DOD_SHARED_H #ifdef _WIN32 #pragma once #endif #ifdef CLIENT_DLL #include "c_dod_player.h" #else #include "dod_player.h" #endif #include "dod_weapon_parse.h" // 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 flSpread ); #ifndef CLIENT_DLL void TE_DODExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal ); #endif #endif // FX_DOD_SHARED_H