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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/fx_shelleject.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/fx_shelleject.cpp')
-rw-r--r--mp/src/game/client/fx_shelleject.cpp59
1 files changed, 59 insertions, 0 deletions
diff --git a/mp/src/game/client/fx_shelleject.cpp b/mp/src/game/client/fx_shelleject.cpp
new file mode 100644
index 00000000..e5f7ba04
--- /dev/null
+++ b/mp/src/game/client/fx_shelleject.cpp
@@ -0,0 +1,59 @@
+//========= 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 );
+
+