Revision Difference
ENTITY:DoImpactEffect#528933
<function name="DoImpactEffect" parent="ENTITY" type="hook">
<ishook>yes</ishook>
<description>
Called so the entity can override the bullet impact effects it makes.
Called so the entity can override the bullet impact effects it makes. This is called when the entity itself fires bullets via <page>Entity:FireBullets</page>, not when it gets hit.
<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>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>