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ENTITY:DoImpactEffect#553028

<function name="DoImpactEffect" parent="ENTITY" type="hook"> <ishook>yes</ishook>⤶ <description> 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>