class DustKickupEffects
Constants 3
private const float MAX_DISTANCE_FOR_EFFECT = 2.0Referenced by PlayParticle()
private const float EFFECT_COOLDOWN_MIN = 0.5vlaues for the cooldown are in seconds
Referenced by PlayParticle()
private const float EFFECT_COOLDOWN_MAX = 1.0Referenced by PlayParticle()
Members 5
private string m_DustKickupSoundSetName = "KickupDustEffect_SoundSet"Referenced by PlaySoundEffect()
protected ref map<string, ref map<string, ref DustKickupParticleData>> m_DustEffPaths = new map<string, ref map<string, ref DustKickupParticleData>>()protected ref map<string, ref array<ref DustKickupEffectDistanceData>> m_EffectRanges = new map<string, ref array<ref DustKickupEffectDistanceData>>()private static ref DustKickupEffects m_DustKickupEffects = NULLprivate float m_TimeUntilNextEffect = 0.0Referenced by PlayParticle()
Methods 8
static DustKickupEffects GetInstance()private void LoadAmmoTypes()Referenced by Init()
private void LoadDustEffectPaths()Going over all surfaces, extracting all dust particles paths from each surface
References CGame.ConfigGetChildName(), CGame.ConfigGetChildrenCount(), CGame.ConfigGetText()
Show 6 more
, new DustKickupParticleData(), Insert(), map.Insert(), string.Length(), ParticleList.RegisterParticleByFullPath(), and m_DustEffPathsReferenced by Init()
Determines what particles should play based on the ammo type and distance of the weapon from the ground
Referenced by PlayParticle()
void PlaySoundEffect(DustKickupParams params)calculating the actual distance from the hir fraction * the depth of the trace
Referenced by PlayParticle()
void PlayParticle(DustKickupParams params)References ParticleManager.CreateParticleEx(), DetermineParticles(), ErrorEx()