text: // ----------------------------------------------------------------------- //
  //
  // MODULE  : PlayerSoundFX.h
  //
  // PURPOSE : Player Sound fx - Definition
  //
  // CREATED : 10/28/98 (was WeaponSoundFX)
  //
  // (c) 1998-2000 Monolith Productions, Inc.  All Rights Reserved
  //
  // ----------------------------------------------------------------------- //
  
  #ifndef __PLAYER_SOUND_FX_H__
  #define __PLAYER_SOUND_FX_H__
  
  #include "SpecialFX.h"
  
  struct PLAYERSOUNDCREATESTRUCT : public SFXCREATESTRUCT
  {
      PLAYERSOUNDCREATESTRUCT();
  
      LTVector    vPos;
      uint8       nClientId;
      uint8       nType;
      uint8       nWeaponId;
  };
  
  inline PLAYERSOUNDCREATESTRUCT::PLAYERSOUNDCREATESTRUCT()
  {
  	vPos.Init();
  	nClientId	= 0;
  	nType		= 0;
  	nWeaponId	= 0;
  }
  
  class CPlayerSoundFX : public CSpecialFX
  {
  	public :
  
  		CPlayerSoundFX() : CSpecialFX()
  		{
  			m_vPos.Init();
  			m_nClientId	= 0;
  			m_nType		= 0;
  			m_nWeaponId	= 0;
  		}
  
  		~CPlayerSoundFX()
  		{
  		}
  
          virtual LTBOOL Init(SFXCREATESTRUCT* psfxCreateStruct);
          virtual LTBOOL CreateObject(ILTClient* pClientDE);
          virtual LTBOOL Update() { return LTFALSE; }
  
  		virtual uint32 GetSFXID() { return SFX_PLAYERSOUND_ID; }
  
  	private :
  
          LTVector	m_vPos;
          uint8		m_nClientId;
          uint8		m_nType;
          uint8		m_nWeaponId;
  };
  
  #endif // __PLAYER_SOUND_FX_H__