3501 {
3502 string simulation;
3503
3505 if (simulation == "shotArrow")
3506 {
3507 string pile;
3509
3512 if (ent)
3513 {
3514 EntityAI parent = ent.GetHierarchyParent();
3515 if (parent && parent.IsPlayer())
3516 {
3518 arrow.PlaceOnSurface();
3519 arrow.SetFromProjectile(info);
3520
3521 return;
3522 }
3523 }
3524
3525 vector pos = info.GetPos();
3526 vector dir = -info.GetInVelocity();
3527
3530
3532 arrow.SetDirection(dir);
3533 arrow.SetFromProjectile(info);
3534
3536 }
3537 }
const int ECE_DYNAMIC_PERSISTENCY
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.
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.
proto native CGame GetGame()