Пример #1
0
        //  Add new projectile to the list
        public static void Add(MyAmmoProperties ammoProperties, MyEntity ignorePhysObject, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, MyEntity weapon, MyEntity ownerEntity = null)
        {
            MyProjectile newProjectile = m_projectiles.Allocate();

            if (newProjectile != null)
            {
                newProjectile.Start(
                    ammoProperties,
                    ignorePhysObject,
                    origin,
                    initialVelocity,
                    directionNormalized,
                    groupStart,
                    thicknessMultiplier,
                    weapon
                    );
                newProjectile.OwnerEntity = ownerEntity != null ? ownerEntity : ignorePhysObject;
            }
        }
Пример #2
0
        //  Add new projectile to the list
        public static void AddShotgun(MyAmmoProperties ammoProperties, MyEntity ignorePhysObject, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, MyEntity weapon, float frontBillboardSize, MyEntity ownerEntity = null)
        {
            MyProjectile newProjectile = m_projectiles.Allocate();

            if (newProjectile != null)
            {
                newProjectile.Start(
                    ammoProperties,
                    ignorePhysObject,
                    origin,
                    initialVelocity,
                    directionNormalized,
                    groupStart,
                    thicknessMultiplier,
                    weapon
                    );

                newProjectile.BlendByCameraDirection = true;
                newProjectile.FrontBillboardMaterial = MyTransparentMaterialEnum.ShotgunParticle;
                newProjectile.LengthMultiplier       = 2;
                newProjectile.FrontBillboardSize     = frontBillboardSize;
                newProjectile.OwnerEntity            = ownerEntity != null ? ownerEntity : ignorePhysObject;
            }
        }