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Copy pathsdk_fx_impacts.cpp
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sdk_fx_impacts.cpp
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//========= 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 );