47 if (
GetGame().ConfigIsExisting(
string.Format(
"%1 muzzleIndex",
m_Name)))
122 ErrorEx(
string.Format(
"'%1' does not contain a definition for 'overrideparticle'",
141 GetGame().ConfigGetFloatArray(
string.Format(
"%1 positionOffset",
m_Name),
v);
198 ErrorEx(
string.Format(
"No valid particle found for: '%1'",
m_Name));
291 ErrorEx(
string.Format(
"Cannot spawn particle effect because item %1 is missing config parameter muzzleFlashParticle!",
ammoType),
ErrorExSeverity.INFO);
300 devStr =
" Make sure it's registered there and then rebuild Scripts and Graphics PBOs.";
302 ErrorEx(
string.Format(
"Cannot play particle effect with name %1 because no such file is registered in ParticleList.c!%2",
particle_file,
devStr));
void MuzzleFlashLight_1()
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
float m_OnlyWithinOverheatLimitsMin
class WeaponParticlesBase OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
float m_OnlyWithinOverheatLimitsMax
float GetOverheatingLimitMax()
float m_OverheatingLimitMax
void SetOverheatingLimitMax(float max)
void SetParticleParams(int particle_id, Object parent, vector local_pos, vector local_ori)
Object GetParticleParent()
float GetOverheatingLimitMin()
float m_OverheatingLimitMin
void SetOverheatingLimitMin(float min)
void RegisterParticle(Particle p)
Legacy way of using particles in the game.
static int GetParticleIDByName(string name)
Returns particle's ID based on the filename (without .ptc suffix)
static bool IsValidId(int id)
Purely checks for an invalid number, does NOT mean it is actually registered.
static bool m_GunParticlesState
void WeaponParticlesBase(ItemBase muzzle_owner, string config_OnFire_entry)
bool CheckRainCondition(float rain_coef)
void OnDeactivate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
bool CheckHealthCondition(int health_label)
void OnUpdate(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
float m_OnlyWithinRainLimitsMin
int m_OnlyWithinHealthLabelMin
float m_OnlyWithinOverheatLimitsMax
float m_OnlyWithinRainLimitsMax
bool m_IgnoreIfSuppressed
float m_OnlyWithinOverheatLimitsMin
vector CheckOrientationOverride(vector local_pos, ItemBase muzzle_owner)
bool CheckOverheatingCondition(float overheating_coef)
int CheckParticleOverride(string ammoType)
string m_OverrideDirectionPoint
void OnParticleCreated(ItemBase weapon, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search, Particle p)
bool CheckBoltStateCondition(ItemBase weapon)
vector m_OverrideDirectionVector
int m_OnlyWithinHealthLabelMax
void OnActivate(ItemBase weapon, int muzzle_index, string ammoType, ItemBase muzzle_owner, ItemBase suppressor, string config_to_search)
represent weapon state base
static vector Direction(vector p1, vector p2)
Returns direction vector from point p1 to point p2.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
void OnDeactivate()
called when command ends
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.