List of Client Effects

These effects are similar to particle effects, but are done in an older, different method that has been removed in Left 4 Dead and all games released after. They may be used on any entity by sending it the DispatchEffect input. Put the name of the effect in the parameter box. Some effects require extra parameters to be added (for instance, bullet effects must be informed of their start and end).
Listed in the headers are the names of the effects. Under them are the callback names (for programmers). Some effects have multiple callback names. These effects are declared with the DECLARE_CLIENT_EFFECT macro.
 is a good entity for testing these effects.
These can also be tested with the test_dispatcheffect console command
===AirboatGunHeavyTracer===
*AirboatGunHeavyTracerCallback
===AirboatGunImpact===
*ImpactAirboatGunCallback
===AirboatGunTracer===
*AirboatGunTracerCallback
===AirboatMuzzleFlash===
*AirboatMuzzleFlashCallback
===ALaserTracer===
*ALaserTracerCallback
===AntlionGib===
*AntlionGibCallback
===AR2Explosion===
*AR2ExplosionCallback
===AR2Impact===
*AR2ImpactCallback
===AR2Tracer===
*AR2TracerCallback
===BloodImpact===
*BloodImpactCallback
===bloodspray===
*BloodSprayCallback
===BoltImpact===
*StickyBoltCallback
===BrightTracer===
*BrightTracerCallback
===BuildImpact===
*BuildImpactCallback
===BuildImpactGround===
*BuildImpactGroundCallback
===BuildImpactSmall===
*BuildImpactSmallCallback
===BuildSparks===
*BuildSparksCallback
===BuildSparksElectric===
*BuildSparksElectricCallback
===BuildSparksRed===
*BuildSparksRedCallback
===BuildSparksMetal===
*BuildSparksMetalCallback
===BuildMetalScrape===
*BuildMetalScrapeCallback
===BuildWarp===
*BuildWarpCallback
===BuildWarpSmall===
*BuildWarpSmallCallback
===BuildWarpSuck===
*BuildWarpSuckCallback
===BuildWarpSuckBig===
*BuildWarpSuckBigCallback
===cball_bounce===
*CombineBallImpactCallback
===cball_explode===
*CombineBallExplosionCallback
===ChopperMuzzleFlash===
*ChopperMuzzleFlashCallback
===ClientProjectile_Syringe===
*ClientsideProjectileSyringeCallback
===CommandPointer===
*CommandPointerCallback
===CrossbowLoad===
*CrosshairLoadCallback
===CS_MuzzleFlash===
*CS_MuzzleFlashCallback
===CS_MuzzleFlash_X===
*CS_MuzzleFlashXCallback
===csblood===
*CSBloodSprayCallback
===DOD_3rdPersonMuzzleFlash===
*DOD_3rdPersonMuzzleFlashCallback
===DOD_EjectBrass===
*DOD_EjectBrassCallback
===DOD_MuzzleFlash===
*DOD_MuzzleFlashCallback
===dodblood===
*DODBloodSprayCallback
===EjectBrass_12Gauge(SDK)===
*CStrike_FX_EjectBrass_12Gauge_Callback
*(SDK) SDK_FX_EjectBrass_12Gauge_Callback
===EjectBrass_338Mag===
*CStrike_FX_EjectBrass_338Mag_Callback
===EjectBrass_556===
*CStrike_FX_EjectBrass_556_Callback
===EjectBrass_57===
*CStrike_FX_EjectBrass_57_Callback
===EjectBrass_762Nato===
*CStrike_FX_EjectBrass_762Nato_Callback
===EjectBrass_9mm(SDK)===
*CStrike_FX_EjectBrass_9mm_Callback
*(SDK) SDK_FX_EjectBrass_9mm_Callback
===Explosion===
*ExplosionCallback
===FaintTracer===
*FaintTracerCallback
===GasGreen===
*GasGreenCallback
===GaussTracer===
*GaussTracerCallback
===GlassImpact===
*GlassImpactCallback
===GunshipImpact===
*GunshipImpactCallback
===GunshipMuzzleFlash===
*GunshipMuzzleFlashCallback
===GunshipTracer===
*GunshipTracerCallback
===gunshotsplash===
*GunshotSplashCallback
===HelicopterImpact===
*ImpactHelicopterCallback
===HelicopterMegaBomb===
*HelicopterMegaBombCallback
===HelicopterTracer===
*HelicopterTracerCallback
===HL1GaussBeam===
*HL1GaussBeam
===HL1GaussBeamReflect===
*HL1GaussBeamReflect
===HL1GaussReflect===
*HL1GaussReflect
===HL1GaussWallImpact1===
*HL1GaussWallImpact1
===HL1GaussWallImpact2===
*HL1GaussWallImpact2
===HL1GaussWallPunchEnter===
*HL1GaussWallPunchEnter
===HL1GaussWallPunchExit===
*HL1GaussWallPunchExit
===HL1Gib===
*HL1GibCallback
===HL1ShellEject===
*HL1ShellEjectCallback
===HLaserTracer===
*HLaserTracerCallback
===HudBloodSplat===
*BloodSplatCallback
===HunterDamage===
*HunterDamageCallback
===HunterMuzzleFlash===
*HunterMuzzleFlashCallback
===HunterTracer===
*HunterTracerCallback
===Impact(SDK)===
*(SDK)ImpactCallback
===ImpactGauss===
*ImpactGaussCallback
===ImpactGunship===
*ImpactGunshipCallback
===ImpactJeep===
*ImpactJeepCallback
===ImpactNoBlood===
*ImpactNoBloodCallback
===ImpactShield===
*ImpactShieldCallback
===ImpactUnhurt===
*ImpactUnhurtCallback
===KnifeSlash===
*KnifeSlash
===ManhackSparks===
*ManhackSparkCallback
===MinigunTracer===
*MinigunTracerCallback
===MuzzleFlash===
*MuzzleFlashCallback
===ParticleEffect===
*ParticleEffectCallback
===ParticleEffectStop===
*ParticleEffectStopCallback
===ParticleTracer===
*ParticleTracerCallback
===PhyscannonImpact(HL2DM)===
*CallbackPhyscannonImpact
===PlasmaHurt===
*ImpactPlasmaCallback
===PlasmaHurtNoBlood===
*ImpactPlasmaNoBloodCallback
===PlasmaShield===
*ImpactPlasmaShieldCallback
===PlasmaUnhurt===
*ImpactPlasmaUnhurtCallback
===PortalBlast===
*PortalBlastCallback
===RagdollImpact===
*RagdollImpactCallback
===RifleShellEject===
*RifleShellEjectCallback
===ShakeRopes===
*ShakeRopesCallback
===ShellEject===
*ShellEjectCallback
===ShotgunShellEject===
*ShotgunShellEjectCallback
===RPGShotDown===
*RPGShotDownCallback
===Smoke===
*SmokeCallback
===Sparkle(SDK)===
*SparkleCallback
===Strider===
*ImpactStriderCallback
===StriderBlood===
*StriderBloodCallback
===StriderMuzzleFlash===
*StriderMuzzleFlashCallback
===StriderTracer===
*StriderTracerCallback
===StunstickImpact(HL2DM)===
*StunstickImpactCallback
===TeslaHitboxes===
*FX_BuildTeslaHitbox
===TeslaZap===
*FX_BuildTeslaZap
===TF_3rdPersonMuzzleFlash===
*TF_3rdPersonMuzzleFlashCallback
===TF_3rdPersonMuzzleFlash_SentryGun===
*TF_3rdPersonMuzzleFlashCallback_SentryGun
===TF_EjectBrass===
*TF_EjectBrassCallback
===tf_gunshotsplash===
*TFSplashCallback
===tf_gunshotsplash_minigun===
*TFSplashCallbackMinigun
===TF_ThrowCigarette===
*TF_ThrowCigaretteCallback
===tf2blood===
*TF2BloodSprayCallback
===TF2BuildTesla===
*TF2_BuildTeslaCallback
===ThumperDust===
*ThumperDustCallback
===Tracer===
*TracerCallback
===TracerSound===
*TracerSoundCallback
===VortDispel(Episodic)===
*DispelCallback
===waterripple===
*RippleCallback
===watersplash===
*SplashCallback
===WaterSurfaceExplosion===
*WaterSurfaceExplosionCallback
===WheelDust===
*WheelDustCallback