summaryrefslogtreecommitdiff
path: root/game/client/sdk/sdk_fx_impacts.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/client/sdk/sdk_fx_impacts.cpp')
-rw-r--r--game/client/sdk/sdk_fx_impacts.cpp44
1 files changed, 44 insertions, 0 deletions
diff --git a/game/client/sdk/sdk_fx_impacts.cpp b/game/client/sdk/sdk_fx_impacts.cpp
new file mode 100644
index 0000000..c1ae37f
--- /dev/null
+++ b/game/client/sdk/sdk_fx_impacts.cpp
@@ -0,0 +1,44 @@
+//========= 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 );