Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "clienteffectprecachesystem.h"
#include "c_te_effect_dispatch.h"
#include "hud.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void BloodSplatCallback( const CEffectData & data ) { /*
Msg("SPLAT!\n");
int x,y;
// Find our screen position to start from
x = XRES(320); y = YRES(240);
// Draw the ammo label
CHudTexture *pSplat = gHUD.GetIcon( "hud_blood1" ); // FIXME: This can only occur during vgui::Paint() stuff
pSplat->DrawSelf( x, y, gHUD.m_clrNormal); */ }
DECLARE_CLIENT_EFFECT( "HudBloodSplat", BloodSplatCallback );
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