mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
//========= 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 );
|