sqwarmed/sdk_src/game/client/fx_shelleject.cpp

60 lines
1.8 KiB
C++

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