class VehicleVFXData
Constructors 1
void VehicleVFXData()Referenced by VehicleVFXComponent.CreateEffectData()
Members 8
int m_ParticleId = -1int m_EffectId = -1vector m_Positionvector m_Orientationref EffectParticle m_Effectref ParticleParamsOverrideData m_ParticleParamsDataprotected int m_LastPlayedTime = -1g_Game.GetTime() (ms) when this effect last started; -1 = never played
protected float m_CooldownSec = 0minimum seconds required between playbacks (0 = no guard)
Methods 7
void SetPosition(vector position)References m_Position
void SetCooldown(float seconds)set the cooldown window (in seconds); 0 disables the guard
References m_CooldownSec
bool CanPlay()true if enough time has elapsed since the last playback (or it never played / no cooldown set)
void MarkPlayed()g_Game.GetTime() is in milliseconds -> compare against cooldown converted to ms
Referenced by VehicleVFXComponent.PlayEffectData()
float GetRemainingCooldown()void ResetCooldown()References m_LastPlayedTime