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ENTITY:ImpactTrace#518500

<function name="ImpactTrace" parent="ENTITY" type="hook"> <ishook>yes</ishook> <description>Called when a bullet trace hits this entity and allows you to override the default behavior by returning true.</description> <realm>Client</realm> <args> <arg name="traceResult" type="table">The trace that hit this entity as a &lt;page&gt;TraceResult&lt;/page&gt;.</arg> <arg name="damageType" type="number">The damage bits associated with the trace, see &lt;page&gt;DMG&lt;/page&gt;</arg>⤶ <arg name="customImpactName" type="string" default="nil">The effect name to override the impact effect with.&#xA;Possible arguments are ImpactJeep, AirboatGunImpact, HelicopterImpact, ImpactGunship.</arg>⤶ <arg name="traceResult" type="table">The trace that hit this entity as a <page>TraceResult</page>.</arg> <arg name="damageType" type="number">The damage bits associated with the trace, see <page>DMG</page></arg>⤶ <arg name="customImpactName" type="string" default="nil">The effect name to override the impact effect with.Possible arguments are ImpactJeep, AirboatGunImpact, HelicopterImpact, ImpactGunship.</arg>⤶ </args> <rets> <ret name="" type="boolean">Return true to override the default impact effects.</ret> </rets> </function> <example> <description>Hides the original bullet impact effect and dispatches explosions instead.</description> <code> function ENT:ImpactTrace(trace,dmgtype,customimpactname) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) util.Effect( "Explosion", effectdata ) return true end </code> </example>