//========= Copyright © 1996-2005, 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 ) { DevWarning( "Unhandled ShellEject effect\n" ); } } 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 ) { DevWarning( "Unhandled RifleShellEject effect\n" ); } } 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 ) { DevWarning( "Unhandled ShotgunShellEject effect\n" ); } } DECLARE_CLIENT_EFFECT( ShotgunShellEject, ShotgunShellEjectCallback );