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Author Topic: Adding shrapnel splash for AAA airbursts  (Read 464 times)

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WxTech

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Re: Adding shrapnel splash for AAA airbursts
« Reply #12 on: August 23, 2023, 07:18:06 AM »

And again, for those who like to see the sausage being made  ;), the new code in GunGeneric.fireCannon() follows doSound(true):

Code: [Select]
protected void fireCannon()
{
if(prop_fire() != null)
Eff3DActor.New(pos, 1.0F, prop_fire(), -1F);
if(prop.smoke != null)
Eff3DActor.New(pos, 1.0F, prop.smoke, -1F);
doSound(true);

if(prop_fire() == "Effects/BigShip/GunFire350mm/Fire.eff")
{
pos.getAbs(loc);
Point3d point3d = new Point3d();
point3d = loc.getPoint();
World.cur();
point3d.z = World.land().HQ(point3d.x, point3d.y) + 1.0F;
Loc l = new Loc(point3d);
o.set(0.0F, 90.0F, 0.0F);
l.set(point3d, o);
new ActorSnapToLand("Effects/BigShip/SurfaceShock.sim", true, l, 1.0F, 75F, 77F, 1.0F, 0.0F, 3F);
}
}
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