18 m_Delay.Run(1,
this,
"ExplodeNow", null,
false);
DamageType
exposed from C++ (do not change)
override void Explode(int damageType, string ammoType="")
void SpawnEffect(vector position, Effect eff, vector pos, vector ori)
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
Manager class for managing Effect (EffectParticle, EffectSound)