18 {
19 string effectPath = partPath + " EffectsData";
20 if (!
g_Game.ConfigIsExisting(effectPath))
21 return;
22
24
25
26 if (
g_Game.ConfigIsExisting(effectPath +
" soundEffectPositions"))
27 {
29
31 {
34 }
35 }
36
37 if (
g_Game.ConfigIsExisting(effectPath +
" particleEffectPositions"))
38 {
40
42 {
45 }
46 }
47 }
void InitConstructionSoundsData(string effectPath, int materialType)
ref array< string > m_SoundEffectMemoryPointNames
ref array< string > m_ParticleEffectMemoryPointNames
void InitConstructionParticleData(string effectPath, int materialType)
int GetMaterialType()
rough material type, used for effect playback