import class gameEffectExecutor_BulletImpact extends EffectExecutor
{

	public export function GetImpactMaterialOverride( ctx : EffectScriptContext, isMelee : Bool, orginalHitMaterial : CName, target : Entity, hitPosition : Vector4, hitDirection : Vector4 ) : CName
	{
		var statsSystem : StatsSystem;
		var result : CName;
		var aiComponent : AIHumanComponent;
		var ignoreArmor : Bool;
		statsSystem = GameInstance.GetStatsSystem( EffectScriptContext.GetGameInstance( ctx ) );
		result = orginalHitMaterial;
		ignoreArmor = WeaponObject.CanIgnoreArmor( ( ( WeaponObject )( EffectScriptContext.GetWeapon( ctx ) ) ) ) > 0.25;
		if( ( !( ignoreArmor ) && ( statsSystem.GetStatValue( target.GetEntityID(), gamedataStatType.Armor ) > 0.0 ) ) || RPGManager.CalculatePowerDifferential( ( ( GameObject )( target ) ) ) == gameEPowerDifferential.IMPOSSIBLE )
		{
			result = 'cyberware_metal.physmat';
		}
		else if( orginalHitMaterial == 'cyberware_metal.physmat' && ignoreArmor )
		{
			result = 'character_flesh.physmat';
		}
		else if( isMelee )
		{
			aiComponent = ( ( ScriptedPuppet )( target ) ).GetAIControllerComponent();
			if( aiComponent.GetActionBlackboard().GetBool( GetAllBlackboardDefs().AIAction.attackParried ) || aiComponent.GetActionBlackboard().GetBool( GetAllBlackboardDefs().AIAction.attackBlocked ) )
			{
				result = '';
			}
		}
		return result;
	}

}

