// Impact Dust void ImpactDust(RayfireRigid source, Vector3 impactPos, Vector3 impactNormal) { if (dust == true && source.HasDust == true) { foreach (var sourceDust in source.dustList) { if (sourceDust.onImpact == true) { RFParticles.CreateDustImpact(sourceDust, impactPos, impactNormal); } } } }
// Impact Dust void ImpactDust(RayfireRigid source, Vector3 impactPos, Vector3 impactNormal) { if (dust == true && source.HasDust == true) { for (int i = 0; i < source.dustList.Count; i++) { if (source.dustList[i].onImpact == true) { RFParticles.CreateDustImpact(source.dustList[i], impactPos, impactNormal); } } } }