void CLIENTFX_INSTANCE::SetPos( const LTVector &vWorldPos, const LTVector &vCamRelPos ) { // Loop through all of the Muzzle flash's active FX and set the positions... if( m_collActiveFX.GetSize() ) { uint32 dwFlags; CBaseFX *pFX; LTVector vPos; CLinkListNode<FX_LINK> *pActiveFX = m_collActiveFX.GetHead(); while( pActiveFX ) { pFX = pActiveFX->m_Data.m_pFX; if( m_bPlayerView ) { g_pLTCCommon->GetObjectFlags( pFX->GetFXObject(), OFT_Flags, dwFlags ); dwFlags & FLAG_REALLYCLOSE ? vPos = vCamRelPos : vPos = vWorldPos; } else { vPos = vWorldPos; } pFX->SetPos( vPos ); pActiveFX = pActiveFX->m_pNext; } } }