//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game-specific impact effect hooks // //=============================================================================// #include "cbase.h" #include "fx_impact.h" #include "tempent.h" #include "c_te_effect_dispatch.h" #include "c_te_legacytempents.h" //----------------------------------------------------------------------------- // Purpose: Handle weapon effect callbacks //----------------------------------------------------------------------------- void SDK_EjectBrass( int shell, const CEffectData &data ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( !pPlayer ) return; tempents->CSEjectBrass( data.m_vOrigin, data.m_vAngles, data.m_fFlags, shell, pPlayer ); } void SDK_FX_EjectBrass_9mm_Callback( const CEffectData &data ) { SDK_EjectBrass( CS_SHELL_9MM, data ); } void SDK_FX_EjectBrass_12Gauge_Callback( const CEffectData &data ) { SDK_EjectBrass( CS_SHELL_12GAUGE, data ); } DECLARE_CLIENT_EFFECT( "EjectBrass_9mm", SDK_FX_EjectBrass_9mm_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_12Gauge",SDK_FX_EjectBrass_12Gauge_Callback );