mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
110 lines
3.4 KiB
C++
110 lines
3.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "fx.h"
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#include "c_te_effect_dispatch.h"
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#include "c_te_legacytempents.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ShellEjectCallback( const CEffectData &data )
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if ( pRenderable )
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{
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tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 0 );
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}
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}
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DECLARE_CLIENT_EFFECT( "ShellEject", ShellEjectCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void RifleShellEjectCallback( const CEffectData &data )
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if ( pRenderable )
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{
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tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 1 );
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}
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}
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DECLARE_CLIENT_EFFECT( "RifleShellEject", RifleShellEjectCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ShotgunShellEjectCallback( const CEffectData &data )
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if ( pRenderable )
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{
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tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 2 );
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}
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}
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DECLARE_CLIENT_EFFECT( "ShotgunShellEject", ShotgunShellEjectCallback );
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void Ar2ShellEjectCallback(const CEffectData &data)
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if (pRenderable)
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{
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tempents->EjectBrass(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 3);
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}
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}
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DECLARE_CLIENT_EFFECT("Ar2ShellEject", Ar2ShellEjectCallback);
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///////////////////OverCharged MAGAZINES///////////////////////////
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void SMG_MAG_EjectCallback(const CEffectData &data)
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if (pRenderable)
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{
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tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 3);
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}
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}
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DECLARE_CLIENT_EFFECT("SMG_MAG_Eject", SMG_MAG_EjectCallback);
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void Rifle_MAG_EjectCallback(const CEffectData &data)
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if (pRenderable)
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{
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tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 5);
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}
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}
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DECLARE_CLIENT_EFFECT("Rifle_MAG_Eject", Rifle_MAG_EjectCallback);
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void Pistol_MAG_EjectCallback(const CEffectData &data)
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{
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// Use the gun angles to orient the shell
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IClientRenderable *pRenderable = data.GetRenderable();
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if (pRenderable)
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{
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tempents->EjectBrassMag(data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 4);
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}
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}
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DECLARE_CLIENT_EFFECT("Pistol_MAG_Eject", Pistol_MAG_EjectCallback); |