Revision Difference
ENTITY:DoImpactEffect#515769
<function name="DoImpactEffect" parent="ENTITY" type="hook">⤶
<ishook>yes</ishook>⤶
<description>⤶
Called so the entity can override the bullet impact effects it makes.⤶
⤶
<note>This hook only works for the "anim" type entities.</note>⤶
</description>⤶
<realm>Shared</realm>⤶
<predicted>No</predicted>⤶
<args>⤶
<arg name="tr" type="table">A <page>TraceResult</page> from the bullet's start point to the impact point</arg>⤶
<arg name="damageType" type="number">The damage type of bullet. See <page>DMG</page></arg>⤶
</args>⤶
<rets>⤶
<ret name="" type="boolean">Return true to not do the default thing - which is to call UTIL_ImpactTrace in C++</ret>⤶
</rets>⤶
</function>⤶
⤶
<example>⤶
<description>Makes the ENT have the AR2 bullet impact effect.</description>⤶
<code>⤶
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⤶
</code>⤶
⤶
</example>