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34 lines
1.1 KiB
34 lines
1.1 KiB
//========= 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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//----------------------------------------------------------------------------- |
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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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} |
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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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