//========= 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 );