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client-side version of dispatcheffect with filters
for shared weapon code to avoid #ifdef hell
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2 changed files with 5 additions and 1 deletions
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@ -178,7 +178,10 @@ void DispatchEffect( const char *pName, const CEffectData &data )
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CPASFilter filter( data.m_vOrigin );
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
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}
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void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter )
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{
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
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}
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//-----------------------------------------------------------------------------
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// Playback
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@ -42,5 +42,6 @@ public:
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void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
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void DispatchEffect( const char *pName, const CEffectData &data );
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void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter );
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#endif // C_TE_EFFECT_DISPATCH_H
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