60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
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//========= Copyright <20> 1996-2005, 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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DevWarning( "Unhandled ShellEject effect\n" );
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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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DevWarning( "Unhandled RifleShellEject effect\n" );
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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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DevWarning( "Unhandled ShotgunShellEject effect\n" );
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}
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}
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DECLARE_CLIENT_EFFECT( ShotgunShellEject, ShotgunShellEjectCallback );
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