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WEAPON:DoImpactEffect#550602

<function name="DoImpactEffect" parent="WEAPON" type="hook"> <ishook>yes</ishook> <description>Called so the weapon can override the impact effects it makes.</description> <realm>Shared</realm> <predicted>No</predicted> <args> <arg name="tr" type="table">A <page>Structures/TraceResult</page> from player's eyes 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> <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 SWEP have the AR2 bullet impact effect.</description> <code> function SWEP: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>