//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CommandPointerCallback( const CEffectData & data ) { int size = COLOR_TABLE_SIZE( commandercolors ); for( int i = 0 ; i < size ; i++ ) { if( commandercolors[ i ].index == data.m_nColor ) { FX_GunshipImpact( data.m_vOrigin, Vector( 0, 0, 1 ), commandercolors[ i ].r, commandercolors[ i ].g, commandercolors[ i ].b ); return; } } }
//----------------------------------------------------------------------------- // Purpose: // Input : bloodtype - // r - // g - // b - //----------------------------------------------------------------------------- void GetBloodColor( int bloodtype, colorentry_t &color ) { int i; for( i = 0 ; i < COLOR_TABLE_SIZE( bloodcolors ) ; i++ ) { if( bloodcolors[i].index == bloodtype ) { color = bloodcolors[ i ]; return; } } // build a ridiculous default color color.r = 255; color.g = 0; color.b = 255; }