Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

73 lines
2.1 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "iefx.h"
#include "fx_impact.h"
#include "tempent.h"
#include "c_te_effect_dispatch.h"
#include "c_te_legacytempents.h"
void KnifeSlash( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if( pEntity == NULL )
return;
int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) );
if ( decalNumber == -1 )
return;
// vector perpendicular to the slash direction
// so we can align the slash decal to that
Vector vecPerp;
AngleVectors( data.m_vAngles, NULL, &vecPerp, NULL );
const ConVar *decals =cvar->FindVar( "r_decals" );
if ( decals && decals->GetInt() )
{
if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
{
// Setup our shot information
Vector shotDir = vecOrigin - vecStart;
float flLength = VectorNormalize( shotDir );
Vector traceExt;
VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
// Special case for world entity with hitbox (that's a static prop):
// In this case, we've hit a static prop. Decal it!
staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr );
}
else
{
effects->DecalShoot( decalNumber,
pEntity->entindex(),
pEntity->GetModel(),
pEntity->GetAbsOrigin(),
pEntity->GetAbsAngles(),
vecOrigin,
&vecPerp,
0 );
}
}
if( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, data.m_fFlags ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
}
}
DECLARE_CLIENT_EFFECT( "KnifeSlash", KnifeSlash );