DIFF

class DustKickupEffects

Constructors 1

void DustKickupEffects()
References Init()
Referenced by GetInstance()

Constants 3

private const float MAX_DISTANCE_FOR_EFFECT = 2.0
Referenced by PlayParticle()
private const float EFFECT_COOLDOWN_MIN = 0.5

vlaues for the cooldown are in seconds

Referenced by PlayParticle()
private const float EFFECT_COOLDOWN_MAX = 1.0
Referenced 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 = NULL
Referenced by CleanupInstance(), and GetInstance()
private float m_TimeUntilNextEffect = 0.0
Referenced by PlayParticle()

Methods 8

void Init()
Referenced by DustKickupEffects()
static DustKickupEffects GetInstance()
static void CleanupInstance()
Referenced by CGame.~CGame()
private void LoadDustEffectPaths()

Going over all surfaces, extracting all dust particles paths from each surface

Referenced by Init()
private array<string> DetermineParticles(string ammoType, float fraction, float depth)

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()