OnClientProjectileEffectCreate
Usage
- Return a non-null value or bool to override default behavior
Example Autogenerated
csharp
private void OnClientProjectileEffectCreate( Connection sourceConnection, BaseProjectile instance, string prefabName )
{
Puts( "OnClientProjectileEffectCreate works!" );
}
Location
- BaseProjectile::CreateProjectileEffectClientside(string prefabName, UnityEngine.Vector3 pos, UnityEngine.Vector3 velocity, int seed, Network.Connection sourceConnection, bool silenced, bool forceClientsideEffects, System.Collections.Generic.List`1<Network.Connection> targets)
csharp
protected void CreateProjectileEffectClientside(string prefabName, Vector3 pos, Vector3 velocity, int seed, Connection sourceConnection, bool silenced = false, bool forceClientsideEffects = false, List<Connection> targets = null)
{
if (Interface.CallHook("OnClientProjectileEffectCreate", sourceConnection, this, prefabName) != null)
{
return;
}
Effect effect = BaseProjectile.reusableInstance;
effect.Clear();
//---