Garry's Mod Wiki

ENTITY:DoImpactEffect

  boolean ENTITY:DoImpactEffect( table tr, number damageType )

Description

Called so the entity can override the bullet impact effects it makes. This is called when the entity itself fires bullets via Entity:FireBullets, not when it gets hit.

This hook only works for the "anim" type entities.
Despite the hook being shared, this hook will be triggered only on the realm which fires the bullet.

Arguments

1 table tr
A TraceResult structure from the bullet's start point to the impact point
2 number damageType
The damage type of bullet. See DMG enum

Returns

1 boolean
Return true to not do the default thing - which is to call UTIL_ImpactTrace in C++

Example

Makes the ENT have the AR2 bullet impact effect.

function ENT:DoImpactEffect( tr, nDamageType ) if ( tr.HitSky ) then return end local effectdata = EffectData() effectdata:SetOrigin( tr.HitPos + tr.HitNormal ) effectdata:SetNormal( tr.HitNormal ) util.Effect( "AR2Impact", effectdata ) end