Files
cool-source-archive/game/client/sdk/skeleton_fx.cpp
Totterynine 4b952b0e4e init
2021-09-13 15:31:53 +05:00

35 lines
1.1 KiB
C++

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