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# Gameplay.VehicleEffectObserver

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    class VehicleEffectObserver extends Core.DeleteableObject implements IEffectObserver
    	native;

    var Emitter			emitter;
    var SoundInstance	sound;		// rowan: we need to cleanup our sound instance properly
    var float originalParticlesPerSecond;

    function cleanup()
    {
    	// remove us from sound observer, or else it will crash when de-reffing us
    	if (sound != None)
    		sound.SetObserver(None);
    }

    function OnEffectStarted(Actor inStartedEffect)
    {
    	// if already bound to sound, unbind (or else we might fail to unbind properly in Cleanup)
    	if (sound != None)
    		sound.SetObserver(None);

    	emitter = Emitter(inStartedEffect);
    	sound = SoundInstance(inStartedEffect);
    	if (emitter != None)
    		originalParticlesPerSecond = emitter.emitters[0].ParticlesPerSecond;
    }

    function OnEffectStopped(Actor inStoppedEffect, bool Completed)
    {
    	sound = None;
    }

    function OnEffectInitialized(Actor inInitializedEffect)
    {
    }

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Class file time: ne 5.9.2004 15:53:28.000 - Creation time: st 23.5.2018 00:10:50.415 - Created with UnCodeX