34 {
35 m_Name = config_OnFire_entry;
36
37
39
40
42
43
45
47 if (
GetGame().ConfigIsExisting(
string.Format(
"%1 muzzleIndex",
m_Name)))
48 {
50 }
51
52
55
56
59
60
61 array<float> health_limit = new array<float>;
63
64 if (health_limit.Count() == 2)
65 {
68 }
69 else
70 {
71
74 }
75
76
77 array<float> overheat_limit = new array<float>;
79
80 if (overheat_limit.Count() == 2)
81 {
84 }
85 else
86 {
87
90 }
91
92
93 array<float> rain_limit = new array<float>;
95
96 if (rain_limit.Count() == 2)
97 {
100 }
101 else
102 {
103
106 }
107
108
111
114
115
116 string 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
138
139 if (test_ori != vector.Zero)
140 {
142 }
143 }
144
145
146 array<float> v = new array<float>;
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 }
proto native vector ConfigGetVector(string path)
Get vector value from config on path.
proto native float ConfigGetFloat(string path)
Get float value from config on path.
proto native int ConfigGetInt(string path)
Get int value from config on path.
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto native void ConfigGetFloatArray(string path, out TFloatArray values)
Get array of floats from config on path.
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 CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.