5 super.EEKilled(killer);
12 super.OnExplosionEffects(source, directHit, componentIndex, surface, pos, surfNormal, energyFactor, explosionFactor, isWater, ammoType);
13 if ( !
g_Game.IsDedicatedServer() )
15 vector n = surfNormal.VectorToAngles() +
"0 90 0";
36 override int GetLiquidSourceType()
39 return super.GetLiquidSourceType();
Legacy way of using particles in the game.
override void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor).