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35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
#include "cbase.h"
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#include "fx_impact.h"
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#include "tier0/vprof.h"
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// There is no base implementation of the generic impact effect. This has been copied from HL2.
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void ImpactCallback( const CEffectData &data )
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{
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VPROF_BUDGET( "ImpactCallback", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
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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 )
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{
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// This happens for impacts that occur on an object that's then destroyed.
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// Clear out the fraction so it uses the server's data
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tr.fraction = 1.0;
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PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
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return;
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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 ) )
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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 ); |