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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_IMPACT_H
#define FX_IMPACT_H
#ifdef _WIN32
#pragma once
#endif
#include "c_te_effect_dispatch.h"
#include "istudiorender.h"
// Parse the impact data from the server's data block
C_BaseEntity *ParseImpactData( const CEffectData &data, Vector *vecOrigin, Vector *vecStart, Vector *vecShotDir, short &nSurfaceProp, int &iMaterial, int &iDamageType, int &iHitbox );
// Get the decal name to use based on an impact with the specified entity, surface material, and damage type
char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageType );
// Basic decal handling
// Returns true if it hit something
enum { IMPACT_NODECAL = 0x1, IMPACT_REPORT_RAGDOLL_IMPACTS = 0x2, };
bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags = 0, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
// Flags for PerformCustomEffects
enum { FLAGS_CUSTIOM_EFFECTS_NOFLECKS = 0x1, };
// Do spiffy things according to the material hit
void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags = 0 );
// Play the correct impact sound according to the material hit
void PlayImpactSound( C_BaseEntity *pServerEntity, trace_t &tr, Vector &vecServerOrigin, int nServerSurfaceProp );
// This can be used to hook impact sounds and play them at a later time.
// Shotguns do this so it doesn't play 10 identical sounds in the same spot.
typedef void (*ImpactSoundRouteFn)( const char *pSoundName, const Vector &vEndPos ); void SetImpactSoundRoute( ImpactSoundRouteFn fn );
//-----------------------------------------------------------------------------
// Purpose: Enumerator class for ragdolls being affected by bullet forces
//-----------------------------------------------------------------------------
class CRagdollEnumerator : public IPartitionEnumerator { public: // Forced constructor
CRagdollEnumerator( Ray_t& shot, int iDamageType );
// Actual work code
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
bool Hit( void ) const { return m_bHit; }
private: Ray_t m_rayShot; int m_iDamageType; bool m_bHit; };
#endif // FX_IMPACT_H
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