Revision Difference
ENTITY:DoImpactEffect#519113
<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="tr" type="table">A <page>Structures/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>Enums/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>