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