//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "fx.h" #include "c_te_effect_dispatch.h" #include "c_te_legacytempents.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void ShellEjectCallback( const CEffectData &data ) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if ( pRenderable ) { tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 0 ); } } DECLARE_CLIENT_EFFECT( "ShellEject", ShellEjectCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void RifleShellEjectCallback( const CEffectData &data ) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if ( pRenderable ) { tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 1 ); } } DECLARE_CLIENT_EFFECT( "RifleShellEject", RifleShellEjectCallback ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void ShotgunShellEjectCallback( const CEffectData &data ) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if ( pRenderable ) { tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 2 ); } } DECLARE_CLIENT_EFFECT( "ShotgunShellEject", ShotgunShellEjectCallback ); void Ar2ShellEjectCallback(const CEffectData &data) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if (pRenderable) { tempents->EjectBrass(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 3); } } DECLARE_CLIENT_EFFECT("Ar2ShellEject", Ar2ShellEjectCallback); ///////////////////OverCharged MAGAZINES/////////////////////////// //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void SMG_MAG_EjectCallback(const CEffectData &data) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if (pRenderable) { tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 3); } } DECLARE_CLIENT_EFFECT("SMG_MAG_Eject", SMG_MAG_EjectCallback); void Rifle_MAG_EjectCallback(const CEffectData &data) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if (pRenderable) { tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 5); } } DECLARE_CLIENT_EFFECT("Rifle_MAG_Eject", Rifle_MAG_EjectCallback); void Pistol_MAG_EjectCallback(const CEffectData &data) { // Use the gun angles to orient the shell IClientRenderable *pRenderable = data.GetRenderable(); if (pRenderable) { tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 4); } } DECLARE_CLIENT_EFFECT("Pistol_MAG_Eject", Pistol_MAG_EjectCallback);