Serious-Engine/Sources/EntitiesMP/BasicEffects_tables.h
2016-03-11 15:57:17 +02:00

231 lines
17 KiB
C

/*
* 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, "");