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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();
//---

Released under the MIT License.