403 {
404 string surface_type;
406 g_Game.SurfaceGetType ( position[0], position[2], surface_type );
407 bool is_surface_soft =
g_Game.IsSurfaceDigable(surface_type);
408
409 if ( is_surface_soft && !IsRuined() )
410 {
411 vector ori_rotate = "0 0 0";
412 ori_rotate[0] = Math.RandomFloat(0, 360);
413 ori_rotate[1] = Math.RandomFloat(0, 10);
414 SetOrientation(ori_rotate);
415
416 return true;
417 }
418
419 return false;
420 }
vector GetPosition()
Get the world position of the Effect.