void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
float CalculateStoppingForce(float in_speedf, float out_speedf, string ammoType, float weight)
void OnEnterAngledCalculations(Particle p)
override void OnCheckUpdate()
static const int INFECTED_HEAD
void SetSingleParticle(int id)
void OnEnterCalculations(Particle p)
void SetExitParticle(int id)
static const int SURVIVOR_HEAD
void SetEnterParticle(int id)
void SetAngledEnterValue(float f)
override void Event_OnStarted()
void EvaluateEffect(Object directHit, int componentIndex, vector pos, int impact_type, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, string ammoType)
void OnExitCalculations(Particle p, float outSpeedf)
void EffBulletImpactBase()
void OnRicochetCalculations(Particle p, float outspeedf)
void SetRicochetParticle(int id)
static float DEFAULT_PROJECTILE_WEIGHT
float m_RicochetSplashCoef
float m_EnterAngledSplashCoef
Wrapper class for managing particles through SEffectManager.
void SetParticle(Particle p)
Sets the main particle which this Effect will manage.
Legacy way of using particles in the game.
static const int IMPACT_DISTANT_DUST
proto vector Normalized()
return normalized vector (keeps orginal vector untouched)
proto native float Length()
Returns length of vector (magnitude)
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto vector VectorToAngles()
Converts vector to spherical coordinates with radius = 1.
proto native CGame GetGame()
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].