Пример #1
0
	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 );
		}
	}
Пример #2
0
	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 );
		}
	}
Пример #3
0
	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 );
		}
	}
Пример #4
0
	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 );
		}
	}
Пример #5
0
	virtual void BSPDecal( IRecipientFilter& filter, float delay,
		const Vector* pos, int entity, int index )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_BSPDecal( filter, delay, pos, entity, index );
		}
	}
Пример #6
0
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
{
	CPVSFilter filter( position );
	if ( !SuppressTE( filter ) )
	{
		FX_MetalSpark( position, direction, direction );
	}
}
Пример #7
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	virtual void ArmorRicochet( IRecipientFilter& filter, float delay,
		const Vector* pos, const Vector* dir )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_ArmorRicochet( filter, delay, pos, dir );
		}
	}
Пример #8
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	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 );
		}
	}
Пример #9
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	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 );
		}
	}
Пример #10
0
	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 );
		}
	}
Пример #11
0
	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 );
		}
	}
Пример #12
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	virtual void MetalSparks( IRecipientFilter& filter, float delay,
		const Vector* pos, const Vector* dir )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_MetalSparks( filter, delay, pos, dir );
		}
	}
Пример #13
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	virtual void LargeFunnel( IRecipientFilter& filter, float delay,
		const Vector* pos, int modelindex, int reversed )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_LargeFunnel( filter, delay, pos, modelindex, reversed );
		}
	}
Пример #14
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	virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay,
		int player )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_KillPlayerAttachments( filter, delay, player );
		}
	}
Пример #15
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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 );
	}
}
Пример #16
0
//-----------------------------------------------------------------------------
// 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 );
	}
}
Пример #17
0
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 );
	}
}
Пример #18
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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 );
	}
}
Пример #19
0
void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
{
	CPVSFilter filter( position );
	if ( !SuppressTE( filter ) )
	{
		FX_EnergySplash( position, direction, bExplosive );
	}
}
Пример #20
0
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 );
	}
}
Пример #21
0
	virtual void BeamSpline( IRecipientFilter& filter, float delay,
		int points, Vector* rgPoints )
	{
		if ( !SuppressTE( filter ) )
		{
			TE_BeamSpline( filter, delay, points, rgPoints );
		}
	}
Пример #22
0
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 );
	}
}
Пример #23
0
	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 );
		}
	}
Пример #24
0
void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction )
{
	CPVSFilter filter( position );
	if ( !SuppressTE( filter ) )
	{
		te->MetalSparks( filter, 0.0, &position, &direction );
	}
}
Пример #25
0
	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 );
		}
	}
Пример #26
0
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 );
	}
}
Пример #27
0
	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 );
		}
	}
Пример #28
0
void CEffectsServer::Ricochet( const Vector &position, const Vector &direction )
{
	CPVSFilter filter( position );
	if ( !SuppressTE( filter ) )
	{
		te->ArmorRicochet( filter, 0.0, &position, &direction );
	}
}
Пример #29
0
	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 );
		}
	}
Пример #30
0
	virtual void FogRipple( IRecipientFilter& filter, float delay,
		const Vector* pos,const Vector* velocity)
	{
		if ( !SuppressTE( filter ) )
		{
			TE_FogRipple( filter, delay, pos, velocity );
		}
	}