3575 {
3576 string simulation;
3577
3578 g_Game.ConfigGetText(
"cfgAmmo " + info.GetAmmoType() +
" simulation", simulation);
3579 if (simulation == "shotArrow")
3580 {
3581 string pile;
3582 g_Game.ConfigGetText(
"cfgAmmo " + info.GetAmmoType() +
" spawnPileType", pile);
3583
3586 if (ent)
3587 {
3588 EntityAI parent = ent.GetHierarchyParent();
3589 if (parent && parent.IsPlayer())
3590 {
3592 arrow.PlaceOnSurface();
3593 arrow.SetFromProjectile(info);
3594
3595 return;
3596 }
3597 }
3598
3599 vector pos = info.GetPos();
3600 vector dir = -info.GetInVelocity();
3601
3604
3606 arrow.SetDirection(dir);
3607 arrow.SetFromProjectile(info);
3608
3610 }
3611 }
const int ECE_DYNAMIC_PERSISTENCY
const float ARROW_PIERCE_DEPTH
proto native vector GetHitObjRot()
proto native Object GetHitObj()
proto native vector GetHitObjPos()
proto native int GetComponentIndex()
proto float Normalize()
Normalizes vector. Returns length.