diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/fx_shelleject.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/fx_shelleject.cpp')
| -rw-r--r-- | mp/src/game/client/fx_shelleject.cpp | 118 |
1 files changed, 59 insertions, 59 deletions
diff --git a/mp/src/game/client/fx_shelleject.cpp b/mp/src/game/client/fx_shelleject.cpp index e5f7ba04..98380a50 100644 --- a/mp/src/game/client/fx_shelleject.cpp +++ b/mp/src/game/client/fx_shelleject.cpp @@ -1,59 +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 );
-
-
+//========= 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 ); + + |