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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "engine/IEngineSound.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 ) return;
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) ) { // Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
//Play a ricochet sound some of the time
if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) ) { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin ); } }
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); }
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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