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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "iefx.h"
#include "fx_impact.h"
#include "tempent.h"
#include "c_te_effect_dispatch.h"
#include "c_te_legacytempents.h"
void KnifeSlash( 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 == NULL ) return;
int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) ); if ( decalNumber == -1 ) return;
// vector perpendicular to the slash direction
// so we can align the slash decal to that
Vector vecPerp; AngleVectors( data.m_vAngles, NULL, &vecPerp, NULL );
const ConVar *decals =cvar->FindVar( "r_decals" );
if ( decals && decals->GetInt() ) { if ( (pEntity->entindex() == 0) && (iHitbox != 0) ) { // Setup our shot information
Vector shotDir = vecOrigin - vecStart; float flLength = VectorNormalize( shotDir ); Vector traceExt; VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
// Special case for world entity with hitbox (that's a static prop):
// In this case, we've hit a static prop. Decal it!
staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr ); } else { effects->DecalShoot( decalNumber, pEntity->entindex(), pEntity->GetModel(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), vecOrigin, &vecPerp, 0 ); } }
if( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, data.m_fFlags ) ) { // Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 ); } }
DECLARE_CLIENT_EFFECT( "KnifeSlash", KnifeSlash );
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