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