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class BleedingSourceZone
{
string m_FireSelectionName;
int m_Bit;
vector m_EmitterOffset;
vector m_EmitterOrientation;
string m_Bone;
float m_FlowModifier;
int m_MaxTime;
string m_ParticleName;
int m_InventorySlotLocation;
void BleedingSourceZone(string selection_name, int bit, vector offset, vector orientation, string bone, int max_time, float flow_modifier, string particle_name)
{
m_FireSelectionName = selection_name;
m_Bit = bit;
m_EmitterOffset = offset;
m_EmitterOrientation = orientation;
m_Bone = bone;
m_FlowModifier = flow_modifier;
m_MaxTime = max_time;
m_ParticleName = particle_name;
}
//which inv location is associated(is covering) with this bleeding source ?
void SetInvLocation(int inv_slot)
{
m_InventorySlotLocation = inv_slot;
}
int GetInvLocation()
{
return m_InventorySlotLocation;
}
void ~BleedingSourceZone()
{
}
string GetSelectionName()
{
return m_FireSelectionName;
}
int GetMaxTime()
{
return m_MaxTime;
}
string GetParticleName()
{
return m_ParticleName;
}
int GetBit()
{
return m_Bit;
}
float GetFlowModifier()
{
return m_FlowModifier;
}
vector GetOrientation()
{
return m_EmitterOrientation;
}
vector GetOffset()
{
return m_EmitterOffset;
}
string GetBoneName()
{
return m_Bone;
}
}