client-side version of dispatcheffect with filters

for shared weapon code to avoid #ifdef hell
This commit is contained in:
tonysergi 2013-12-06 12:29:13 +09:00
parent f3997a11b6
commit 705d10cf52
2 changed files with 5 additions and 1 deletions

View file

@ -178,7 +178,10 @@ void DispatchEffect( const char *pName, const CEffectData &data )
CPASFilter filter( data.m_vOrigin );
te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
}
void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter )
{
te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
}
//-----------------------------------------------------------------------------
// Playback

View file

@ -42,5 +42,6 @@ public:
void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
void DispatchEffect( const char *pName, const CEffectData &data );
void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter );
#endif // C_TE_EFFECT_DISPATCH_H