Make sure pBullet and pBullet->WeaponType is not empty before call
| 271 | |
| 272 | // Make sure pBullet and pBullet->WeaponType is not empty before call |
| 273 | inline 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 |
| 280 | void BulletExt::SimulatedFiringUnlimbo(BulletClass* pBullet, HouseClass* pHouse, WeaponTypeClass* pWeapon, const CoordStruct& sourceCoords, bool randomVelocity) |
nothing calls this directly
no outgoing calls
no test coverage detected