# Sandbox.BaseCombatWeapon.ImpactEffect

## Overload 1

```csharp
static void ImpactEffect(SceneTraceResult tr)
```

Spawn a bullet impact at a trace hit - the hit surface's impact sound and decal/particle, oriented
to the surface and parented to what was hit (its nearest bone for skinned models, so decals stick
to moving things). A hit object that's already gone - killed by this very shot - still gets its
impact, left where it landed in the world. A pure presentation utility like
[Sandbox.BaseCombatWeapon.ShootBullet](/api/Sandbox.BaseCombatWeapon/ShootBullet);
call it wherever you resolve a hit. Does nothing on a dedicated server or for a trace that missed.

### Parameters

- `tr` (`SceneTraceResult`)

## Overload 2

```csharp
static void ImpactEffect(in ShotEffect shot)
```

### Parameters

- `in shot` (`ShotEffect`)

Declared in [Sandbox.BaseCombatWeapon](/api/Sandbox.BaseCombatWeapon).
Assembly: `Sandbox.Engine`.
