Files
HL2Overcharged/game/client/fx_shelleject.cpp
2025-05-21 21:09:22 +03:00

110 lines
3.4 KiB
C++

//========= 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);