/*
*
*    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.
*
*/
#pragma once
#ifndef EVENTS_H
#define EVENTS_H

#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"

#include "r_efx.h"

#include "eventscripts.h"
#include "event_api.h"
#include "pm_defs.h"
#include "ev_hldm.h"
#include "com_weapons.h"

#include "angledef.h"

#define PLAY_EVENT_SOUND( x ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, (x), VOL_NORM, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 15 ) )


// enable it until fix isn't applied in Xash3D
//#define _CS16CLIENT_FIX_EVENT_ORIGIN

namespace cl {

extern int g_iPShell;
extern int g_iRShell;
extern int g_iShotgunShell;
extern int g_iBlackSmoke;
extern cvar_t *cl_gunbubbles, *cl_tracereffect;


void Game_HookEvents( void );

}

#endif
