ReGameDLL_CS/regamedll/dlls/effects.h
2015-12-11 02:30:31 +06:00

860 lines
21 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef EFFECTS_H
#define EFFECTS_H
#ifdef _WIN32
#pragma once
#endif
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
#define SF_GIBSHOOTER_REPEATABLE 1
#define SF_FUNNEL_REVERSE 1
#define SF_BUBBLES_STARTOFF 0x0001
#define SF_BLOOD_RANDOM 0x0001
#define SF_BLOOD_STREAM 0x0002
#define SF_BLOOD_PLAYER 0x0004
#define SF_BLOOD_DECAL 0x0008
#define SF_SHAKE_EVERYONE 0x0001
#define SF_SHAKE_DISRUPT 0x0002
#define SF_SHAKE_INAIR 0x0004
#define SF_FADE_IN 0x0001
#define SF_FADE_MODULATE 0x0002
#define SF_FADE_ONLYONE 0x0004
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
/* <7249d> ../cstrike/dlls/effects.h:33 */
class CSprite: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Restart(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
int flags = 0;
if (pev->spawnflags & SF_SPRITE_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void Restart_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void EXPORT AnimateThink(void);
void EXPORT ExpandThink(void);
void Animate(float frames);
NOXREF void Expand(float scaleSpeed, float fadeSpeed);
void SpriteInit(const char *pSpriteName, const Vector &origin);
void SetAttachment(edict_t *pEntity, int attachment)
{
if (pEntity)
{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
void TurnOff(void);
void TurnOn(void);
float Frames(void)
{
return m_maxFrame;
}
void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
void SetTexture(int spriteIndex)
{
pev->modelindex = spriteIndex;
}
void SetScale(float scale)
{
pev->scale = scale;
}
void SetColor(int r, int g, int b)
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
void SetBrightness(int brightness)
{
pev->renderamt = brightness;
}
void AnimateAndDie(float_precision framerate)
{
SetThink(&CSprite::AnimateUntilDead);
pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
}
void EXPORT AnimateUntilDead(void);
static CSprite *SpriteCreate(const char *pSpriteName, const Vector &origin, BOOL animate);
static TYPEDESCRIPTION IMPL(m_SaveData)[2];
private:
float m_lastTime;
float m_maxFrame;
};/* size: 160, cachelines: 3, members: 4 */
/* <723cb> ../cstrike/dlls/effects.h:105 */
class CBeam: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int ObjectCaps(void)
{
int flags = 0;
if (pev->spawnflags & SF_BEAM_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
virtual Vector Center(void)
{
return (GetStartPos() + GetEndPos()) * 0.5;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT TriggerTouch(CBaseEntity *pOther);
void SetType(int type)
{
pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F);
}
void SetFlags(int flags)
{
pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0);
}
void SetStartPos(const Vector &pos)
{
pev->origin = pos;
}
void SetEndPos(const Vector &pos)
{
pev->angles = pos;
}
void SetStartEntity(int entityIndex);
void SetEndEntity(int entityIndex);
void SetStartAttachment(int attachment)
{
pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12);
}
void SetEndAttachment(int attachment)
{
pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12);
}
void SetTexture(int spriteIndex)
{
pev->modelindex = spriteIndex;
}
void SetWidth(int width)
{
pev->scale = width;
}
void SetNoise(int amplitude)
{
pev->body = amplitude;
}
void SetColor(int r, int g, int b)
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
void SetBrightness(int brightness)
{
pev->renderamt = brightness;
}
void SetFrame(float frame)
{
pev->frame = frame;
}
void SetScrollRate(int speed)
{
pev->animtime = speed;
}
int GetType(void)
{
return pev->rendermode & 0x0F;
}
int GetFlags(void)
{
return pev->rendermode & 0xF0;
}
int GetStartEntity(void)
{
return pev->sequence & 0xFFF;
}
int GetEndEntity(void)
{
return pev->skin & 0xFFF;
}
const Vector &GetStartPos(void);
const Vector &GetEndPos(void);
int GetTexture(void)
{
return pev->modelindex;
}
int GetWidth(void)
{
return pev->scale;
}
int GetNoise(void)
{
return pev->body;
}
int GetBrightness(void)
{
return pev->renderamt;
}
int GetFrame(void)
{
return pev->frame;
}
int GetScrollRate(void)
{
return pev->animtime;
}
void RelinkBeam(void);
void DoSparks(const Vector &start, const Vector &end);
CBaseEntity *RandomTargetname(const char *szName);
void BeamDamage(TraceResult *ptr);
void BeamInit(const char *pSpriteName, int width);
void PointsInit(const Vector &start, const Vector &end);
void PointEntInit(const Vector &start, int endIndex);
void EntsInit(int startIndex, int endIndex);
void HoseInit(const Vector &start, const Vector &direction);
static CBeam *BeamCreate(const char *pSpriteName, int width);
void LiveForTime(float time)
{
SetThink(&CBeam::SUB_Remove);
pev->nextthink = gpGlobals->time + time;
}
void BeamDamageInstant(TraceResult *ptr, float damage)
{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
BeamDamage(ptr);
}
};/* size: 152, cachelines: 3, members: 1 */
/* <72402> ../cstrike/dlls/effects.h:188 */
class CLaser: public CBeam
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void TurnOn(void);
void TurnOff(void);
int IsOn(void);
void FireAtPoint(TraceResult &point);
void EXPORT StrikeThink(void);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[3];
public:
CSprite *m_pSprite;
int m_iszSpriteName;
Vector m_firePosition;
};/* size: 172, cachelines: 3, members: 5 */
/* <7237e> ../cstrike/dlls/effects.cpp:36 */
class CBubbling: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void EXPORT FizzThink(void);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[3];
public:
int m_density;
int m_frequency;
int m_bubbleModel;
int m_state;
}; /* size: 168, cachelines: 3, members: 6 */
/* <723e6> ../cstrike/dlls/effects.cpp:357 */
class CLightning: public CBeam
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Activate(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Activate_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT StrikeThink(void);
void EXPORT DamageThink(void);
void RandomArea(void);
void RandomPoint(Vector &vecSrc);
void Zap(const Vector &vecSrc, const Vector &vecDest);
void EXPORT StrikeUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
/* <71e17> ../cstrike/dlls/effects.cpp:373 */
inline BOOL ServerSide(void)
{
if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
return TRUE;
return FALSE;
}
void BeamUpdateVars(void);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[13];
public:
int m_active;
int m_iszStartEntity;
int m_iszEndEntity;
float m_life;
int m_boltWidth;
int m_noiseAmplitude;
int m_brightness;
int m_speed;
float m_restrike;
int m_spriteTexture;
int m_iszSpriteName;
int m_frameStart;
float m_radius;
}; /* size: 204, cachelines: 4, members: 15 */
/* <7244f> ../cstrike/dlls/effects.cpp:1085 */
class CGlow: public CPointEntity
{
public:
virtual void Spawn(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Think(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Think_(void);
#endif // HOOK_GAMEDLL
void Animate(float frames);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[2];
public:
float m_lastTime;
float m_maxFrame;
};/* size: 160, cachelines: 3, members: 4 */
/* <724b8> ../cstrike/dlls/effects.cpp:1146 */
class CBombGlow: public CSprite
{
public:
virtual void Spawn(void);
virtual void Think(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Think_(void);
#endif // HOOK_GAMEDLL
public:
float m_lastTime;
float m_tmBeepPeriod;
bool m_bSetModel;
};/* size: 172, cachelines: 3, members: 4 */
/* <72581> ../cstrike/dlls/effects.cpp:1413 */
class CGibShooter: public CBaseDelay
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual CGib *CreateGib(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
CGib *CreateGib_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT ShootThink(void);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[7];
public:
int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
};/* size: 188, cachelines: 3, members: 9 */
/* <725ef> ../cstrike/dlls/effects.cpp:1592 */
class CEnvShooter: public CGibShooter
{
public:
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual CGib *CreateGib(void);
#ifdef HOOK_GAMEDLL
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
CGib *CreateGib_(void);
#endif // HOOK_GAMEDLL
};/* size: 188, cachelines: 3, members: 1 */
#define MAX_BEAM 24
/* <7263d> ../cstrike/dlls/effects.cpp:1679 */
class CTestEffect: public CBaseDelay
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void EXPORT TestThink(void);
public:
int m_iLoop;
int m_iBeam;
CBeam *m_pBeam[ MAX_BEAM ];
float m_flBeamTime[ MAX_BEAM ];
float m_flStartTime;
};/* size: 364, cachelines: 6, members: 6 */
/* <72690> ../cstrike/dlls/effects.cpp:1769 */
class CBlood: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
/* <7205b> ../cstrike/dlls/effects.cpp:1776 */
int Color(void)
{
return pev->impulse;
}
/* <72079> ../cstrike/dlls/effects.cpp:1777 */
float BloodAmount(void)
{
return pev->dmg;
}
/* <72092> ../cstrike/dlls/effects.cpp:1779 */
void SetColor(int color)
{
pev->impulse = color;
}
/* <720b7> ../cstrike/dlls/effects.cpp:1780 */
void SetBloodAmount(float amount)
{
pev->dmg = amount;
}
public:
Vector Direction(void);
Vector BloodPosition(CBaseEntity *pActivator);
};/* size: 152, cachelines: 3, members: 1 */
/* <726de> ../cstrike/dlls/effects.cpp:1886 */
class CShake: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
/* <7210f> ../cstrike/dlls/effects.cpp:1893 */
float Amplitude(void)
{
return pev->scale;
}
/* <7212d> ../cstrike/dlls/effects.cpp:1894 */
float Frequency(void)
{
return pev->dmg_save;
}
/* <72146> ../cstrike/dlls/effects.cpp:1895 */
float Duration(void)
{
return pev->dmg_take;
}
/* <7215f> ../cstrike/dlls/effects.cpp:1896 */
float Radius(void)
{
return pev->dmg;
}
/* <72178> ../cstrike/dlls/effects.cpp:1898 */
void SetAmplitude(float amplitude)
{
pev->scale = amplitude;
}
/* <7219d> ../cstrike/dlls/effects.cpp:1899 */
void SetFrequency(float frequency)
{
pev->dmg_save = frequency;
}
/* <721c2> ../cstrike/dlls/effects.cpp:1900 */
void SetDuration(float duration)
{
pev->dmg_take = duration;
}
/* <721e7> ../cstrike/dlls/effects.cpp:1901 */
void SetRadius(float radius)
{
pev->dmg = radius;
}
};/* size: 152, cachelines: 3, members: 1 */
/* <7272c> ../cstrike/dlls/effects.cpp:1964 */
class CFade: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
/* <72231> ../cstrike/dlls/effects.cpp:1971 */
float Duration(void)
{
return pev->dmg_take;
}
/* <7224f> ../cstrike/dlls/effects.cpp:1972 */
float HoldTime(void)
{
return pev->dmg_save;
}
/* <72268> ../cstrike/dlls/effects.cpp:1974 */
void SetDuration(float duration)
{
pev->dmg_take = duration;
}
/* <7228d> ../cstrike/dlls/effects.cpp:1975 */
void SetHoldTime(float hold)
{
pev->dmg_save = hold;
}
};/* size: 152, cachelines: 3, members: 1 */
/* <7277a> ../cstrike/dlls/effects.cpp:2038 */
class CMessage: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
};/* size: 152, cachelines: 3, members: 1 */
/* <727c8> ../cstrike/dlls/effects.cpp:2145 */
class CEnvFunnel: public CBaseDelay
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
int m_iSprite;
};/* size: 164, cachelines: 3, members: 2 */
/* <7281b> ../cstrike/dlls/effects.cpp:2199 */
class CEnvBeverage: public CBaseDelay
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
};/* size: 160, cachelines: 3, members: 1 */
/* <72869> ../cstrike/dlls/effects.cpp:2258 */
class CItemSoda: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT CanThink(void);
void EXPORT CanTouch(CBaseEntity *pOther);
};/* size: 152, cachelines: 3, members: 1 */
int IsPointEntity(CBaseEntity *pEnt);
#ifdef HOOK_GAMEDLL
// linked objects
C_DLLEXPORT void info_target(entvars_t *pev);
C_DLLEXPORT void env_bubbles(entvars_t *pev);
C_DLLEXPORT void beam(entvars_t *pev);
C_DLLEXPORT void env_lightning(entvars_t *pev);
C_DLLEXPORT void env_beam(entvars_t *pev);
C_DLLEXPORT void env_laser(entvars_t *pev);
C_DLLEXPORT void env_glow(entvars_t *pev);
C_DLLEXPORT void env_bombglow(entvars_t *pev);
C_DLLEXPORT void env_sprite(entvars_t *pev);
C_DLLEXPORT void gibshooter(entvars_t *pev);
C_DLLEXPORT void env_shooter(entvars_t *pev);
C_DLLEXPORT void test_effect(entvars_t *pev);
C_DLLEXPORT void env_blood(entvars_t *pev);
C_DLLEXPORT void env_shake(entvars_t *pev);
C_DLLEXPORT void env_fade(entvars_t *pev);
C_DLLEXPORT void env_message(entvars_t *pev);
C_DLLEXPORT void env_funnel(entvars_t *pev);
C_DLLEXPORT void env_beverage(entvars_t *pev);
C_DLLEXPORT void item_sodacan(entvars_t *pev);
#endif // HOOK_GAMEDLL
#endif // EFFECTS_H