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Method SimulatedFiringParticleSystem

src/Ext/Bullet/Body.cpp:273–277  ·  view source on GitHub ↗

Make sure pBullet and pBullet->WeaponType is not empty before call

Source from the content-addressed store, hash-verified

271
272// Make sure pBullet and pBullet->WeaponType is not empty before call
273inline void BulletExt::SimulatedFiringParticleSystem(BulletClass* pBullet, HouseClass* pHouse)
274{
275 if (const auto pPSType = pBullet->WeaponType->AttachedParticleSystem)
276 GameCreate<ParticleSystemClass>(pPSType, pBullet->SourceCoords, pBullet->Target, pBullet->Owner, pBullet->TargetCoords, pHouse);
277}
278
279// Make sure pBullet is not empty before call
280void BulletExt::SimulatedFiringUnlimbo(BulletClass* pBullet, HouseClass* pHouse, WeaponTypeClass* pWeapon, const CoordStruct& sourceCoords, bool randomVelocity)

Callers

nothing calls this directly

Calls

no outgoing calls

Tested by

no test coverage detected