3397 {
3400
3401
3403
3404
3406 {
3407
3408 m_NoiseParams.LoadFromPath(
string.Format(
"cfgAmmo %1 NoiseExplosion", ammoType));
3409
3411 if (multiplier == 0)
3412 multiplier = 1;
3413
3415 }
3416 }
proto native NoiseSystem GetNoiseSystem()
static ref NoiseParams m_NoiseParams
proto native bool IsServer()
proto native Weather GetWeather()
Returns weather controller object.
void ExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
proto native vector GetPosition()
proto native string GetAmmoType()
proto native bool IsWater()
proto native string GetSurface()
proto native vector GetSurfaceNormal()
proto native float GetSurfaceNoiseMultiplier()
proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier=1.0)
Will make a noise at that position which the AI will "see" for the duration of 'lifetime'.
proto native CGame GetGame()