34 {
35 m_Name = config_OnFire_entry;
36
37
39
40
42
43
45
47 if (
g_Game.ConfigIsExisting(
string.Format(
"%1 muzzleIndex",
m_Name)))
48 {
50 }
51
52
55
56
59
60
61 array<float> health_limit = new array<float>;
62 g_Game.ConfigGetFloatArray(
string.Format(
"%1 onlyWithinHealthLabel",
m_Name), health_limit);
63
64 if (health_limit.Count() == 2)
65 {
68 }
69 else
70 {
71
74 }
75
76
77 array<float> overheat_limit = new array<float>;
78 g_Game.ConfigGetFloatArray(
string.Format(
"%1 onlyWithinOverheatLimits",
m_Name), overheat_limit);
79
80 if (overheat_limit.Count() == 2)
81 {
84 }
85 else
86 {
87
90 }
91
92
93 array<float> rain_limit = new array<float>;
94 g_Game.ConfigGetFloatArray(
string.Format(
"%1 onlyWithinRainLimits",
m_Name), rain_limit);
95
96 if (rain_limit.Count() == 2)
97 {
100 }
101 else
102 {
103
106 }
107
108
111
114
115
116 string particle_name = "";
117 g_Game.ConfigGetText(
string.Format(
"%1 overrideParticle",
m_Name), particle_name);
118
119 if (particle_name != "")
120 {
122 }
123 else
124 {
126 ErrorEx(
string.Format(
"'%1' does not contain a definition for 'overrideparticle'",
128 }
129
130
133
135 {
136
137 vector test_ori =
g_Game.ConfigGetVector(
string.Format(
"%1 overrideDirectionVector",
m_Name));
138
139 if (test_ori != vector.Zero)
140 {
142 }
143 }
144
145
146 array<float> v = new array<float>;
147 g_Game.ConfigGetFloatArray(
string.Format(
"%1 positionOffset",
m_Name), v);
148
149 if (v.Count() == 3)
150 {
151 float v1 = v.Get(0);
152 float v2 = v.Get(1);
153 float v3 = v.Get(2);
155 }
156 }
float m_OnlyWithinRainLimitsMin
int m_OnlyWithinHealthLabelMin
float m_OnlyWithinOverheatLimitsMax
float m_OnlyWithinRainLimitsMax
bool m_IgnoreIfSuppressed
float m_OnlyWithinOverheatLimitsMin
string m_OverrideDirectionPoint
vector m_OverrideDirectionVector
int m_OnlyWithinHealthLabelMax
proto native vector Vector(float x, float y, float z)
Vector constructor from components.