public void Start(float playerDamage, float damage, float empDamage, MyExplosionTypeEnum type, BoundingSphere explosionSphere, int lifespanInMiliseconds, MyExplosionForceDirection explosionForceDirection, MyGroupMask groupMask, bool createExplosionDebris, int cascadeLevel = 0, MyEntity hitEntity = null, float particleScale = 1.0f, MyEntity ownerEntity = null, bool affectVoxels = true, bool applyForceAndDamage = true, bool createDecals = true, Vector3?direction = null, bool forceDebris = false, bool playSound = false) { MyExplosionInfo info = new MyExplosionInfo(playerDamage, damage, empDamage, explosionSphere, type, playSound) { LifespanMiliseconds = lifespanInMiliseconds, ExplosionForceDirection = explosionForceDirection, GroupMask = groupMask, ExplosionFlags = MyExplosionFlags.CREATE_PARTICLE_EFFECT, CascadeLevel = cascadeLevel, HitEntity = hitEntity, ParticleScale = particleScale, OwnerEntity = ownerEntity, Direction = direction, VoxelCutoutScale = 1.0f, }; info.AffectVoxels = affectVoxels; info.ApplyForceAndDamage = applyForceAndDamage; info.CreateDebris = createExplosionDebris; info.CreateDecals = createDecals; info.ForceDebris = forceDebris; info.VoxelExplosionCenter = explosionSphere.Center; Start(ref info); }
public void Start(float playerDamage, float damage, float empDamage, MyExplosionTypeEnum type, BoundingSphere explosionSphere, int lifespanInMiliseconds, MyExplosionForceDirection explosionForceDirection, MyGroupMask groupMask, bool createExplosionDebris, int cascadeLevel = 0, MyEntity hitEntity = null, float particleScale = 1.0f, MyEntity ownerEntity = null, bool affectVoxels = true, bool applyForceAndDamage = true, bool createDecals = true, Vector3? direction = null, bool forceDebris = false, bool playSound = false) { MyExplosionInfo info = new MyExplosionInfo(playerDamage, damage, empDamage, explosionSphere, type, playSound) { LifespanMiliseconds = lifespanInMiliseconds, ExplosionForceDirection = explosionForceDirection, GroupMask = groupMask, ExplosionFlags = MyExplosionFlags.CREATE_PARTICLE_EFFECT, CascadeLevel = cascadeLevel, HitEntity = hitEntity, ParticleScale = particleScale, OwnerEntity = ownerEntity, Direction = direction, VoxelCutoutScale = 1.0f, }; info.AffectVoxels = affectVoxels; info.ApplyForceAndDamage = applyForceAndDamage; info.CreateDebris = createExplosionDebris; info.CreateDecals = createDecals; info.ForceDebris = forceDebris; info.VoxelExplosionCenter = explosionSphere.Center; Start(ref info); }