3495 {
3496 #ifndef SERVER
3497 if (source)
3498 {
3499 if (
g_Game.GetPlayer() == null)
3500 return;
3501 source.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
3502
3503 if (source.ShootsExplosiveAmmo() )
3504 {
3505 int particleID = AmmoTypesAPI.GetExplosionParticleID(ammoType, surface);
3506 if (particleID > -1)
3507 {
3509 }
3510 }
3511
3512
3513 float distance_to_player = vector.Distance(pos,
g_Game.GetPlayer().GetPosition());
3515
3517 {
3518 float dist01 = Math.InverseLerp(0,
m_AmmoShakeParams.m_Radius, distance_to_player);
3520
3522 }
3523 }
3524 #endif
3525 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
static ref AmmoCamParams m_AmmoShakeParams