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47 lines
1.4 KiB
47 lines
1.4 KiB
//========= Copyright © 1996-2005, 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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#include "engine/IEngineSound.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.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 || pEntity->IsDormant())
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return;
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int flags = 0;
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if ( (iDamageType & DMG_SHOCK) != 0 ) // no decals for shock damage
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{
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flags = IMPACT_NODECAL;
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}
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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, flags ) )
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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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