Revision Difference
ENTITY:DoImpactEffect#518556
<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>⤶
		<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>
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