2021-07-24 21:11:47 -07:00

48 lines
1.4 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "engine/IEngineSound.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.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 || pEntity->IsDormant())
return;
int flags = 0;
if ( (iDamageType & DMG_SHOCK) != 0 ) // no decals for shock damage
{
flags = IMPACT_NODECAL;
}
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, flags ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( Impact, ImpactCallback );