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45 lines
1.4 KiB
45 lines
1.4 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific impact effect hooks
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//
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//=============================================================================//
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#include "cbase.h"
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#include "fx_impact.h"
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#include "engine/IEngineSound.h"
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//-----------------------------------------------------------------------------
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// Purpose: Handle weapon impacts
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//-----------------------------------------------------------------------------
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void ImpactCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if ( !pEntity )
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return;
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// If we hit, perform our custom effects and play the sound
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
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//Play a ricochet sound some of the time
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if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
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{
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
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}
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}
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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}
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DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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