166 {
168 {
169
170 if ( PrtTest.m_GunParticlesState )
171 {
173 {
175 {
177 {
179 {
181 {
183 {
185 {
187 {
188
190
192 {
193
194 vector local_pos = muzzle_owner.GetSelectionPositionLS(
m_OverridePoint);
196
197
199
200
202 OnParticleCreated(weapon, ammoType, muzzle_owner, suppressor, config_to_search, p);
203 }
204 else
205 {
206 ErrorEx(
string.Format(
"No valid particle found for: '%1'",
m_Name));
207 }
208
209
211 {
212 vector global_pos = muzzle_owner.ModelToWorld(local_pos +
Vector(-0.2, 0, 0));
213 int randX = Math.RandomInt( 0,10 );
214 if ( randX > 8 )
215 ScriptedLightBase.CreateLight( MuzzleFlashLight_2, global_pos );
216 else if ( randX > 4 )
218 else
219 ScriptedLightBase.CreateLight(MuzzleFlashLight, global_pos);
220 }
221 }
222 }
223 }
224 }
225 }
226 }
227 }
228 }
229 }
230 }
231 }
void MuzzleFlashLight_1()
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
bool CheckRainCondition(float rain_coef)
bool CheckHealthCondition(int health_label)
bool m_IgnoreIfSuppressed
vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
bool CheckOverheatingCondition(float overheating_coef)
int CheckParticleOverride(string ammoType)
void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
bool CheckBoltStateCondition(ItemBase weapon)
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.