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path: root/game/client/hl1/hl1_fx_impacts.cpp
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-rw-r--r--game/client/hl1/hl1_fx_impacts.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/game/client/hl1/hl1_fx_impacts.cpp b/game/client/hl1/hl1_fx_impacts.cpp
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+++ b/game/client/hl1/hl1_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"
+
+
+//-----------------------------------------------------------------------------
+// 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 );
+ }
+
+ PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
+}
+
+DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );