class AmmoEffectsSource
Static data holder for certain ammo config values
NoteKept the names similar to what is in config, but it might be a little deceiving as this is mainly used for explosives
Members 2
Key: Ammo class name; Data: ParticleList ID
Key: Ammo class name; Data: ParticleList ID
Methods 6
Get the ParticleList ID for the particle for this ammoType
References CGame.ConfigGetText(), map.Find(), string.Format()
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, ParticleList.GetParticleIDByName(), map.Insert(), and m_AmmoParticlesReferenced by PlayAmmoParticle()
Attempt to play the ammo particle at pos if found, returns true on success
References GetAmmoParticleID(), ParticleManager.GetInstance(), ParticleList.IsValidId()
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, ParticleManager.PlayInWorld()Referenced by Object.OnExplodeClient()
Get the typename for the effect for this ammoType
References CGame.ConfigGetText(), map.Find(), string.Format()
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, map.Insert(), string.ToType(), and m_AmmoEffectsReferenced by PlayAmmoEffect()
Attempt to play the ammo effect at pos if found, returns true on success
References Class.Cast(), GetAmmoEffectTypename(), SEffectManager.PlayInWorld()
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, Effect.SetAutodestroy(), and typename.Spawn()Referenced by Object.OnExplodeClient()
static void Init()Initialize the containers: this is done this way, to have these not exist on server
Referenced by CGame.CGame()