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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_IMPACT_H
#define FX_IMPACT_H
#ifdef _WIN32
#pragma once
#endif
#include "c_te_effect_dispatch.h"
#include "istudiorender.h"
// Parse the impact data from the server's data block
C_BaseEntity *ParseImpactData(const CEffectData &data, Vector *vecOrigin,
Vector *vecStart, Vector *vecShotDir,
short &nSurfaceProp, int &iMaterial,
int &iDamageType, int &iHitbox);
// Get the decal name to use based on an impact with the specified entity,
// surface material, and damage type
char const *GetImpactDecal(C_BaseEntity *pEntity, int iMaterial,
int iDamageType);
// Basic decal handling
// Returns true if it hit something
enum {
IMPACT_NODECAL = 0x1,
IMPACT_REPORT_RAGDOLL_IMPACTS = 0x2,
};
bool Impact(Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType,
int iHitbox, C_BaseEntity *pEntity, trace_t &tr, int nFlags = 0,
int maxLODToDecal = ADDDECAL_TO_ALL_LODS);
// Flags for PerformCustomEffects
enum {
FLAGS_CUSTIOM_EFFECTS_NOFLECKS = 0x1,
};
// Do spiffy things according to the material hit
void PerformCustomEffects(const Vector &vecOrigin, trace_t &tr,
const Vector &shotDir, int iMaterial, int iScale,
int nFlags = 0);
// Play the correct impact sound according to the material hit
void PlayImpactSound(C_BaseEntity *pServerEntity, trace_t &tr,
Vector &vecServerOrigin, int nServerSurfaceProp);
// This can be used to hook impact sounds and play them at a later time.
// Shotguns do this so it doesn't play 10 identical sounds in the same spot.
typedef void (*ImpactSoundRouteFn)(const char *pSoundName,
const Vector &vEndPos);
void SetImpactSoundRoute(ImpactSoundRouteFn fn);
//-----------------------------------------------------------------------------
// Purpose: Enumerator class for ragdolls being affected by bullet forces
//-----------------------------------------------------------------------------
class CRagdollEnumerator : public IPartitionEnumerator {
public:
// Forced constructor
CRagdollEnumerator(Ray_t &shot, int iDamageType);
// Actual work code
virtual IterationRetval_t EnumElement(IHandleEntity *pHandleEntity);
bool Hit(void) const { return m_bHit; }
private:
Ray_t m_rayShot;
int m_iDamageType;
bool m_bHit;
};
#endif // FX_IMPACT_H