/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ EP_ENUMBEG(BasicEffectType) EP_ENUMVALUE(BET_NONE, "None"), EP_ENUMVALUE(BET_ROCKET, "Rocket"), EP_ENUMVALUE(BET_ROCKET_PLANE, "Rocket plane"), EP_ENUMVALUE(BET_GRENADE, "Grenade"), EP_ENUMVALUE(BET_GRENADE_PLANE, "Grenade plane"), EP_ENUMVALUE(BET_EXPLOSIONSTAIN, "Explosionstain"), EP_ENUMVALUE(BET_SHOCKWAVE, "Shockwave"), EP_ENUMVALUE(BET_LASERWAVE, "Laserwave"), EP_ENUMVALUE(BET_BLOODSPILL, "Blood spill"), EP_ENUMVALUE(BET_BLOODSTAIN, "Blood stain"), EP_ENUMVALUE(BET_BLOODSTAINGROW, "Blood staingrow"), EP_ENUMVALUE(BET_BLOODEXPLODE, "Blood explode"), EP_ENUMVALUE(BET_CANNON, "Cannon"), EP_ENUMVALUE(BET_CANNON_PLANE, "Cannon plane"), EP_ENUMVALUE(BET_CANNONEXPLOSIONSTAIN, "Cannon explosion stain"), EP_ENUMVALUE(BET_CANNONSHOCKWAVE, "Cannon shockwave"), EP_ENUMVALUE(BET_TELEPORT, "Teleport"), EP_ENUMVALUE(BET_BOMB, "Bomb"), EP_ENUMVALUE(BET_BULLETTRAIL, "Bullet trail"), EP_ENUMVALUE(BET_GIZMO_SPLASH_FX, "Gizmo splash fx"), EP_ENUMVALUE(BET_GIZMOSTAIN, "Gizmo stain"), EP_ENUMVALUE(BET_BULLETSTAINSTONE, "Bullet stain stone"), EP_ENUMVALUE(BET_BULLETSTAINSAND, "Bullet stain sand"), EP_ENUMVALUE(BET_BULLETSTAINWATER, "Bullet stain water"), EP_ENUMVALUE(BET_BULLETSTAINUNDERWATER, "Bullet stain underwater"), EP_ENUMVALUE(BET_BULLETSTAINSTONENOSOUND, "Bullet stain stonenosound"), EP_ENUMVALUE(BET_BULLETSTAINSANDNOSOUND, "Bullet stain sandnosound"), EP_ENUMVALUE(BET_BULLETSTAINWATERNOSOUND, "Bullet stain waternosound"), EP_ENUMVALUE(BET_BULLETSTAINUNDERWATERNOSOUND, "Bullet stain underwater no sound"), EP_ENUMVALUE(BET_BULLETSTAINREDSAND, "Bullet stain red sand"), EP_ENUMVALUE(BET_BULLETSTAINREDSANDNOSOUND, "Bullet stain red sand no sound"), EP_ENUMVALUE(BET_LIGHT_CANNON, "Light cannon"), EP_ENUMVALUE(BET_CANNON_NOLIGHT, "Cannon no light"), EP_ENUMVALUE(BET_BULLETSTAINGRASS, "Bullet stain grass"), EP_ENUMVALUE(BET_BULLETSTAINWOOD, "Bullet stain wood"), EP_ENUMVALUE(BET_BULLETSTAINGRASSNOSOUND, "Bullet stain grass no sound"), EP_ENUMVALUE(BET_BULLETSTAINWOODNOSOUND, "Bullet stain wood no sound"), EP_ENUMVALUE(BET_EXPLOSION_DEBRIS, "Explosion debris"), EP_ENUMVALUE(BET_EXPLOSION_SMOKE, "Explosion smoke"), EP_ENUMVALUE(BET_SUMMONERSTAREXPLOSION, "Summoner star explosion"), EP_ENUMVALUE(BET_COLLECT_ENERGY, "Collect energy"), EP_ENUMVALUE(BET_GROWING_SWIRL, "Growing swirl"), EP_ENUMVALUE(BET_DISAPPEAR_DUST, "Disappear dust"), EP_ENUMVALUE(BET_DUST_FALL, "Dust fall"), EP_ENUMVALUE(BET_BULLETSTAINSNOW, "Bullet stain snow"), EP_ENUMVALUE(BET_BULLETSTAINSNOWNOSOUND, "Bullet stain snow"), EP_ENUMEND(BasicEffectType); #define ENTITYCLASS CBasicEffect CEntityProperty CBasicEffect_properties[] = { CEntityProperty(CEntityProperty::EPT_ENUM, &BasicEffectType_enum, (0x00000259<<8)+1, offsetof(CBasicEffect, m_betType), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+2, offsetof(CBasicEffect, m_fWaitTime), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+3, offsetof(CBasicEffect, m_fFadeTime), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_BOOL, NULL, (0x00000259<<8)+4, offsetof(CBasicEffect, m_bFade), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+5, offsetof(CBasicEffect, m_fFadeStartTime), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+9, offsetof(CBasicEffect, m_fFadeStartAlpha), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT3D, NULL, (0x00000259<<8)+6, offsetof(CBasicEffect, m_vNormal), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT3D, NULL, (0x00000259<<8)+7, offsetof(CBasicEffect, m_vStretch), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT3D, NULL, (0x00000259<<8)+8, offsetof(CBasicEffect, m_vDirection), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+10, offsetof(CBasicEffect, m_fDepthSortOffset), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+11, offsetof(CBasicEffect, m_fFadeInSpeed), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+12, offsetof(CBasicEffect, m_tmSpawn), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+13, offsetof(CBasicEffect, m_tmWaitAfterDeath), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_BOOL, NULL, (0x00000259<<8)+20, offsetof(CBasicEffect, m_bLightSource), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_ANIMOBJECT, NULL, (0x00000259<<8)+21, offsetof(CBasicEffect, m_aoLightAnimation), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_INDEX, NULL, (0x00000259<<8)+22, offsetof(CBasicEffect, m_iLightAnimation), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_COLOR, NULL, (0x00000259<<8)+23, offsetof(CBasicEffect, m_colMultiplyColor), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_SOUNDOBJECT, NULL, (0x00000259<<8)+30, offsetof(CBasicEffect, m_soEffect), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+31, offsetof(CBasicEffect, m_fSoundTime), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_ENUM, &EffectParticlesType_enum, (0x00000259<<8)+40, offsetof(CBasicEffect, m_eptType), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT, NULL, (0x00000259<<8)+41, offsetof(CBasicEffect, m_tmWhenShot), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_FLOAT3D, NULL, (0x00000259<<8)+42, offsetof(CBasicEffect, m_vGravity), "", 0, 0, 0), CEntityProperty(CEntityProperty::EPT_ENTITYPTR, NULL, (0x00000259<<8)+255, offsetof(CBasicEffect, m_penPrediction), "", 0, 0, 0), }; #define CBasicEffect_propertiesct ARRAYCOUNT(CBasicEffect_properties) CEntityComponent CBasicEffect_components[] = { #define MDL_ROCKET_EXPLOSION ((0x00000259<<8)+1) CEntityComponent(ECT_MODEL, MDL_ROCKET_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionRocket\\ExplosionRocket.mdl"), #define MDL_ROCKET3D_EXPLOSION ((0x00000259<<8)+2) CEntityComponent(ECT_MODEL, MDL_ROCKET3D_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionRocket\\ExplosionRocket3D.mdl"), #define TXT_ROCKET_EXPLOSION ((0x00000259<<8)+3) CEntityComponent(ECT_TEXTURE, TXT_ROCKET_EXPLOSION, "EFNM" "Models\\Effects\\Explosionrocket\\Texture.tex"), #define MDL_GRENADE_EXPLOSION ((0x00000259<<8)+4) CEntityComponent(ECT_MODEL, MDL_GRENADE_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl"), #define MDL_GRENADE3D_EXPLOSION ((0x00000259<<8)+5) CEntityComponent(ECT_MODEL, MDL_GRENADE3D_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl"), #define TXT_GRENADE_EXPLOSION ((0x00000259<<8)+6) CEntityComponent(ECT_TEXTURE, TXT_GRENADE_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\Texture.tex"), #define MDL_PARTICLES_EXPLOSION ((0x00000259<<8)+7) CEntityComponent(ECT_MODEL, MDL_PARTICLES_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionParticles\\Particles.mdl"), #define MDL_PARTICLES3D_EXPLOSION ((0x00000259<<8)+8) CEntityComponent(ECT_MODEL, MDL_PARTICLES3D_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionParticles\\Particles3D.mdl"), #define TXT_PARTICLES_EXPLOSION ((0x00000259<<8)+9) CEntityComponent(ECT_TEXTURE, TXT_PARTICLES_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionParticles\\Texture.tex"), #define SOUND_EXPLOSION ((0x00000259<<8)+10) CEntityComponent(ECT_SOUND, SOUND_EXPLOSION, "EFNM" "Sounds\\Weapons\\_Explosion02.wav"), #define MDL_CANNON_EXPLOSION ((0x00000259<<8)+11) CEntityComponent(ECT_MODEL, MDL_CANNON_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade.mdl"), #define MDL_CANNON3D_EXPLOSION ((0x00000259<<8)+12) CEntityComponent(ECT_MODEL, MDL_CANNON3D_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\ExplosionGrenade3D.mdl"), #define TXT_CANNON_EXPLOSION ((0x00000259<<8)+13) CEntityComponent(ECT_TEXTURE, TXT_CANNON_EXPLOSION, "EFNM" "Models\\Effects\\ExplosionGrenade\\Texture.tex"), #define MODEL_BULLET_HIT ((0x00000259<<8)+15) CEntityComponent(ECT_MODEL, MODEL_BULLET_HIT, "EFNM" "Models\\Effects\\BulletParticles\\BulletParticles.mdl"), #define TEXTURE_BULLET_HIT ((0x00000259<<8)+16) CEntityComponent(ECT_TEXTURE, TEXTURE_BULLET_HIT, "EFNM" "Models\\Effects\\BulletParticles\\BulletParticles.tex"), #define MODEL_BULLET_STAIN ((0x00000259<<8)+18) CEntityComponent(ECT_MODEL, MODEL_BULLET_STAIN, "EFNM" "Models\\Effects\\BulletOnTheWall\\Bullet.mdl"), #define TEXTURE_BULLET_STAIN ((0x00000259<<8)+19) CEntityComponent(ECT_TEXTURE, TEXTURE_BULLET_STAIN, "EFNM" "Models\\Effects\\BulletOnTheWall\\Bullet.tex"), #define TEXTURE_BULLET_TRAIL ((0x00000259<<8)+70) CEntityComponent(ECT_TEXTURE, TEXTURE_BULLET_TRAIL, "EFNM" "Models\\Effects\\BulletTrail\\BulletTrail.tex"), #define MODEL_BULLET_TRAIL ((0x00000259<<8)+71) CEntityComponent(ECT_MODEL, MODEL_BULLET_TRAIL, "EFNM" "Models\\Effects\\BulletTrail\\BulletTrail.mdl"), #define SOUND_BULLET_STONE ((0x00000259<<8)+90) CEntityComponent(ECT_SOUND, SOUND_BULLET_STONE, "EFNM" "Sounds\\Weapons\\_BulletHitWall.wav"), #define SOUND_BULLET_SAND ((0x00000259<<8)+91) CEntityComponent(ECT_SOUND, SOUND_BULLET_SAND, "EFNM" "Sounds\\Weapons\\BulletHitSand.wav"), #define SOUND_BULLET_WATER ((0x00000259<<8)+92) CEntityComponent(ECT_SOUND, SOUND_BULLET_WATER, "EFNM" "Sounds\\Weapons\\BulletHitWater.wav"), #define SOUND_BULLET_FLESH ((0x00000259<<8)+93) CEntityComponent(ECT_SOUND, SOUND_BULLET_FLESH, "EFNM" "Sounds\\Weapons\\_BulletHitFlesh.wav"), #define TEXTURE_BULLET_SAND ((0x00000259<<8)+94) CEntityComponent(ECT_TEXTURE, TEXTURE_BULLET_SAND, "EFNM" "Models\\Effects\\BulletOnTheWall\\BulletSand.tex"), #define SOUND_BULLET_GRASS ((0x00000259<<8)+95) CEntityComponent(ECT_SOUND, SOUND_BULLET_GRASS, "EFNM" "SoundsMP\\Weapons\\BulletHitGrass.wav"), #define SOUND_BULLET_WOOD ((0x00000259<<8)+96) CEntityComponent(ECT_SOUND, SOUND_BULLET_WOOD, "EFNM" "SoundsMP\\Weapons\\BulletHitWood.wav"), #define SOUND_BULLET_SNOW ((0x00000259<<8)+97) CEntityComponent(ECT_SOUND, SOUND_BULLET_SNOW, "EFNM" "SoundsMP\\Weapons\\BulletHitSnow.wav"), #define MODEL_BLOOD_EXPLODE ((0x00000259<<8)+21) CEntityComponent(ECT_MODEL, MODEL_BLOOD_EXPLODE, "EFNM" "Models\\Effects\\BloodCloud\\BloodCloud.mdl"), #define TEXTURE_BLOOD_EXPLODE ((0x00000259<<8)+22) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_EXPLODE, "EFNM" "Models\\Effects\\BloodCloud\\BloodCloud.tex"), #define MODEL_BLOOD_STAIN ((0x00000259<<8)+23) CEntityComponent(ECT_MODEL, MODEL_BLOOD_STAIN, "EFNM" "Models\\Effects\\BloodOnTheWall01\\Blood.mdl"), #define TEXTURE_BLOOD_STAIN1 ((0x00000259<<8)+24) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_STAIN1, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodStain01.tex"), #define TEXTURE_BLOOD_STAIN2 ((0x00000259<<8)+25) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_STAIN2, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodStain02.tex"), #define TEXTURE_BLOOD_STAIN3 ((0x00000259<<8)+26) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_STAIN3, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodStain03.tex"), #define TEXTURE_BLOOD_STAIN4 ((0x00000259<<8)+27) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_STAIN4, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodStain04.tex"), #define TEXTURE_BLOOD_SPILL1 ((0x00000259<<8)+28) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_SPILL1, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodSpill02.tex"), #define TEXTURE_BLOOD_SPILL2 ((0x00000259<<8)+29) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_SPILL2, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodSpill05.tex"), #define TEXTURE_BLOOD_SPILL3 ((0x00000259<<8)+30) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_SPILL3, "EFNM" "Models\\Effects\\BloodOnTheWall01\\BloodSpill06.tex"), #define TEXTURE_BLOOD_FLOWER1 ((0x00000259<<8)+31) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_FLOWER1, "EFNM" "Models\\Effects\\Flowers\\Flowers1s.tex"), #define TEXTURE_BLOOD_FLOWER2 ((0x00000259<<8)+32) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_FLOWER2, "EFNM" "Models\\Effects\\Flowers\\Flowers2s.tex"), #define TEXTURE_BLOOD_FLOWER3 ((0x00000259<<8)+33) CEntityComponent(ECT_TEXTURE, TEXTURE_BLOOD_FLOWER3, "EFNM" "Models\\Effects\\Flowers\\Flowers3s.tex"), #define MODEL_SHOCKWAVE ((0x00000259<<8)+40) CEntityComponent(ECT_MODEL, MODEL_SHOCKWAVE, "EFNM" "Models\\Effects\\ShockWave01\\ShockWave.mdl"), #define TEXTURE_SHOCKWAVE ((0x00000259<<8)+41) CEntityComponent(ECT_TEXTURE, TEXTURE_SHOCKWAVE, "EFNM" "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex"), #define MODEL_CANNONSHOCKWAVE ((0x00000259<<8)+42) CEntityComponent(ECT_MODEL, MODEL_CANNONSHOCKWAVE, "EFNM" "Models\\Effects\\ShockWave01\\ShockWave.mdl"), #define TEXTURE_CANNONSHOCKWAVE ((0x00000259<<8)+43) CEntityComponent(ECT_TEXTURE, TEXTURE_CANNONSHOCKWAVE, "EFNM" "Models\\Effects\\ShockWave01\\Textures\\ShockWave.tex"), #define MODEL_EXPLOSION_STAIN ((0x00000259<<8)+45) CEntityComponent(ECT_MODEL, MODEL_EXPLOSION_STAIN, "EFNM" "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl"), #define TEXTURE_EXPLOSION_STAIN ((0x00000259<<8)+46) CEntityComponent(ECT_TEXTURE, TEXTURE_EXPLOSION_STAIN, "EFNM" "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex"), #define MODEL_CANNON_EXPLOSION_STAIN ((0x00000259<<8)+47) CEntityComponent(ECT_MODEL, MODEL_CANNON_EXPLOSION_STAIN, "EFNM" "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.mdl"), #define TEXTURE_CANNON_EXPLOSION_STAIN ((0x00000259<<8)+48) CEntityComponent(ECT_TEXTURE, TEXTURE_CANNON_EXPLOSION_STAIN, "EFNM" "Models\\Effects\\BurnedStainOnTheWall\\BurnedStainOnTheWall.tex"), #define MODEL_LASERWAVE ((0x00000259<<8)+50) CEntityComponent(ECT_MODEL, MODEL_LASERWAVE, "EFNM" "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.mdl"), #define TEXTURE_LASERWAVE ((0x00000259<<8)+51) CEntityComponent(ECT_TEXTURE, TEXTURE_LASERWAVE, "EFNM" "Models\\Effects\\ShockWaveGreen\\ShockWaveGreen.tex"), #define MODEL_TELEPORT_EFFECT ((0x00000259<<8)+61) CEntityComponent(ECT_MODEL, MODEL_TELEPORT_EFFECT, "EFNM" "Models\\Effects\\Teleport01\\Teleport.mdl"), #define TEXTURE_TELEPORT_EFFECT ((0x00000259<<8)+62) CEntityComponent(ECT_TEXTURE, TEXTURE_TELEPORT_EFFECT, "EFNM" "Textures\\Effects\\Effect01\\Effect.tex"), #define SOUND_TELEPORT ((0x00000259<<8)+63) CEntityComponent(ECT_SOUND, SOUND_TELEPORT, "EFNM" "Sounds\\Misc\\Teleport.wav"), #define SOUND_GIZMO_SPLASH ((0x00000259<<8)+80) CEntityComponent(ECT_SOUND, SOUND_GIZMO_SPLASH, "EFNM" "Models\\Enemies\\Gizmo\\Sounds\\Death.wav"), #define TEXTURE_WATER_WAVE ((0x00000259<<8)+100) CEntityComponent(ECT_TEXTURE, TEXTURE_WATER_WAVE, "EFNM" "Models\\Effects\\ShockWave01\\Textures\\WaterWave.tex"), }; #define CBasicEffect_componentsct ARRAYCOUNT(CBasicEffect_components) CEventHandlerEntry CBasicEffect_handlers[] = { {1, -1, CEntity::pEventHandler(&CBasicEffect:: #line 1346 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" Main),DEBUGSTRING("CBasicEffect::Main")}, {0x02590001, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590001_Main_01), DEBUGSTRING("CBasicEffect::H0x02590001_Main_01")}, {0x02590002, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590002_Main_02), DEBUGSTRING("CBasicEffect::H0x02590002_Main_02")}, {0x02590003, -1, CEntity::pEventHandler(&CBasicEffect:: #line 1444 "D:/SE1_GPL/Sources/EntitiesMP/BasicEffects.es" EffectLoop),DEBUGSTRING("CBasicEffect::EffectLoop")}, {0x02590004, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590004_EffectLoop_01), DEBUGSTRING("CBasicEffect::H0x02590004_EffectLoop_01")}, {0x02590005, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590005_EffectLoop_02), DEBUGSTRING("CBasicEffect::H0x02590005_EffectLoop_02")}, {0x02590006, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590006_EffectLoop_03), DEBUGSTRING("CBasicEffect::H0x02590006_EffectLoop_03")}, {0x02590007, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590007_EffectLoop_04), DEBUGSTRING("CBasicEffect::H0x02590007_EffectLoop_04")}, {0x02590008, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590008_EffectLoop_05), DEBUGSTRING("CBasicEffect::H0x02590008_EffectLoop_05")}, {0x02590009, -1, CEntity::pEventHandler(&CBasicEffect::H0x02590009_EffectLoop_06), DEBUGSTRING("CBasicEffect::H0x02590009_EffectLoop_06")}, {0x0259000a, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000a_EffectLoop_07), DEBUGSTRING("CBasicEffect::H0x0259000a_EffectLoop_07")}, {0x0259000b, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000b_EffectLoop_08), DEBUGSTRING("CBasicEffect::H0x0259000b_EffectLoop_08")}, {0x0259000c, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000c_EffectLoop_09), DEBUGSTRING("CBasicEffect::H0x0259000c_EffectLoop_09")}, {0x0259000d, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000d_EffectLoop_10), DEBUGSTRING("CBasicEffect::H0x0259000d_EffectLoop_10")}, {0x0259000e, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000e_EffectLoop_11), DEBUGSTRING("CBasicEffect::H0x0259000e_EffectLoop_11")}, {0x0259000f, -1, CEntity::pEventHandler(&CBasicEffect::H0x0259000f_EffectLoop_12), DEBUGSTRING("CBasicEffect::H0x0259000f_EffectLoop_12")}, }; #define CBasicEffect_handlersct ARRAYCOUNT(CBasicEffect_handlers) CEntity *CBasicEffect_New(void) { return new CBasicEffect; }; void CBasicEffect_OnInitClass(void) {}; void CBasicEffect_OnEndClass(void) {}; void CBasicEffect_OnPrecache(CDLLEntityClass *pdec, INDEX iUser); void CBasicEffect_OnWorldEnd(CWorld *pwo) {}; void CBasicEffect_OnWorldInit(CWorld *pwo) {}; void CBasicEffect_OnWorldTick(CWorld *pwo) {}; void CBasicEffect_OnWorldRender(CWorld *pwo) {}; ENTITY_CLASSDEFINITION(CBasicEffect, CRationalEntity, "BasicEffect", "", 0x00000259); DECLARE_CTFILENAME(_fnmCBasicEffect_tbn, "");