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