2146 {
2148 return;
2149 float bubbleFrequency = Math.Lerp(PlayerConstants.DROWNING_BUBBLE_FREQUENCY_MIN, PlayerConstants.DROWNING_BUBBLE_FREQUENCY_MAX,
GetStaminaHandler().GetSyncedStaminaNormalized());
2151
2152 if (boneIdx != -1)
2153 {
2154 Particle p =
ParticleManager.GetInstance().PlayInWorld(ParticleList.DROWNING_BUBBLES,
"-0.03 0.15 0");
2155 if (p)
2158 }
2159 }
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
override ScriptCallQueue GetCallQueue(int call_category)
void SpawnDrowningBubbles()
bool GetDrowningWaterLevelCheck()
StaminaHandler GetStaminaHandler()
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()