//----------------------------------------------------------------------------- // Purpose: Handle gauss impacts //----------------------------------------------------------------------------- void ImpactGaussCallback( const CEffectData &data ) { trace_t tr; Vector vecOrigin, vecStart, vecShotDir; int iMaterial, iDamageType, iHitbox, iEntIndex; ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, &iMaterial, &iDamageType, &iHitbox, &iEntIndex ); // If we hit, perform our custom effects and play the sound if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, iEntIndex, tr ) ) { // Check for custom effects based on the Decal index PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 ); PlayImpactSound( tr ); } }
//----------------------------------------------------------------------------- // Purpose: Handle gunship impacts //----------------------------------------------------------------------------- void ImpactGunshipCallback( 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, 3 ); } PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp ); }