3704 {
3705 string simulation;
3706
3707 g_Game.ConfigGetText(
"cfgAmmo " + info.GetAmmoType() +
" simulation", simulation);
3708 if (simulation == "shotArrow")
3709 {
3710 string pile;
3711 g_Game.ConfigGetText(
"cfgAmmo " + info.GetAmmoType() +
" spawnPileType", pile);
3712
3715 if (ent)
3716 {
3717 EntityAI parent = ent.GetHierarchyParent();
3718 if (parent && parent.IsPlayer())
3719 {
3721 arrow.PlaceOnSurface();
3722 arrow.SetFromProjectile(info);
3723
3724 return;
3725 }
3726 }
3727
3728 vector pos = info.GetPos();
3729 vector dir = -info.GetInVelocity();
3730
3733
3735 arrow.SetDirection(dir);
3736 arrow.SetFromProjectile(info);
3737
3739 }
3740 }
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.