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