virtual void GlowSprite( IRecipientFilter& filter, float delay, const Vector* pos, int modelindex, float life, float size, int brightness ) { if ( !SuppressTE( filter ) ) { TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness ); } }
virtual void BubbleTrail( IRecipientFilter& filter, float delay, const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed ) { if ( !SuppressTE( filter ) ) { TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed ); } }
virtual void DynamicLight( IRecipientFilter& filter, float delay, const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ) { if ( !SuppressTE( filter ) ) { TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay ); } }
virtual void BloodStream( IRecipientFilter& filter, float delay, const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ) { if ( !SuppressTE( filter ) ) { TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount ); } }
virtual void BSPDecal( IRecipientFilter& filter, float delay, const Vector* pos, int entity, int index ) { if ( !SuppressTE( filter ) ) { TE_BSPDecal( filter, delay, pos, entity, index ); } }
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { FX_MetalSpark( position, direction, direction ); } }
virtual void ArmorRicochet( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* dir ) { if ( !SuppressTE( filter ) ) { TE_ArmorRicochet( filter, delay, pos, dir ); } }
virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ) { if ( !SuppressTE( filter ) ) { TE_PhysicsProp( filter, delay, modelindex, skin, pos, angles, vel, flags, effects ); } }
virtual void ClientProjectile( IRecipientFilter& filter, float delay, const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ) { if ( !SuppressTE( filter ) ) { TE_ClientProjectile( filter, delay, vecOrigin, vecVelocity, modelindex, lifetime, pOwner ); } }
virtual void GaussExplosion( IRecipientFilter& filter, float delay, const Vector &pos, const Vector &dir, int type ) { if ( !SuppressTE( filter ) ) { TE_GaussExplosion( filter, delay, pos, dir, type ); } }
virtual void DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) { if ( !SuppressTE( filter ) ) { TE_DispatchEffect( filter, delay, pos, pName, data ); } }
virtual void MetalSparks( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* dir ) { if ( !SuppressTE( filter ) ) { TE_MetalSparks( filter, delay, pos, dir ); } }
virtual void LargeFunnel( IRecipientFilter& filter, float delay, const Vector* pos, int modelindex, int reversed ) { if ( !SuppressTE( filter ) ) { TE_LargeFunnel( filter, delay, pos, modelindex, reversed ); } }
virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay, int player ) { if ( !SuppressTE( filter ) ) { TE_KillPlayerAttachments( filter, delay, player ); } }
void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir ); } }
//----------------------------------------------------------------------------- // Generates various tempent effects //----------------------------------------------------------------------------- void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate ) { CPVSFilter filter( origin ); if ( !SuppressTE( filter ) ) { te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, (int)flFramerate ); } }
void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed ) { CPVSFilter filter( pos ); if ( !SuppressTE( filter ) ) { FX_Dust( pos, dir, size, speed ); } }
void CEffectsServer::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pvecDir ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { te->Sparks( filter, 0.0, &position, nMagnitude, nTrailLength, pvecDir ); } }
void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { FX_EnergySplash( position, direction, bExplosive ); } }
void CEffectsServer::Dust( const Vector &pos, const Vector &dir, float size, float speed ) { CPVSFilter filter( pos ); if ( !SuppressTE( filter ) ) { te->Dust( filter, 0.0, pos, dir, size, speed ); } }
virtual void BeamSpline( IRecipientFilter& filter, float delay, int points, Vector* rgPoints ) { if ( !SuppressTE( filter ) ) { TE_BeamSpline( filter, delay, points, rgPoints ); } }
void CEffectsServer::MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type ) { CPVSFilter filter( origin ); if ( !SuppressTE( filter ) ) { te->MuzzleFlash( filter, 0.0f, origin, angles, scale, type ); } }
virtual void BloodSprite( IRecipientFilter& filter, float delay, const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ) { if ( !SuppressTE( filter ) ) { TE_BloodSprite( filter, delay, org, dir, r, g, b, a, size ); } }
void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { te->MetalSparks( filter, 0.0, &position, &direction ); } }
virtual void ProjectDecal( IRecipientFilter& filter, float delay, const Vector* pos, const QAngle *angles, float distance, int index ) { if ( !SuppressTE( filter ) ) { TE_ProjectDecal( filter, delay, pos, angles, distance, index ); } }
void CEffectsServer::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { te->EnergySplash( filter, 0.0, &position, &direction, bExplosive ); } }
virtual void Decal( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* start, int entity, int hitbox, int index ) { if ( !SuppressTE( filter ) ) { TE_Decal( filter, delay, pos, start, entity, hitbox, index ); } }
void CEffectsServer::Ricochet( const Vector &position, const Vector &direction ) { CPVSFilter filter( position ); if ( !SuppressTE( filter ) ) { te->ArmorRicochet( filter, 0.0, &position, &direction ); } }
virtual void Explosion( IRecipientFilter& filter, float delay, const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' ) { if ( !SuppressTE( filter ) ) { TE_Explosion( filter, delay, pos, modelindex, scale, framerate, flags, radius, magnitude, normal, materialType ); } }
virtual void FogRipple( IRecipientFilter& filter, float delay, const Vector* pos,const Vector* velocity) { if ( !SuppressTE( filter ) ) { TE_FogRipple( filter, delay, pos, velocity ); } }