//------------------------------------------------------------------------
void CVehicleDamageBehaviorCameraShake::ShakeClient(float angle, float shift, float duration, float frequency)
{
	IActorSystem *pActorSystem = gEnv->pGame->GetIGameFramework()->GetIActorSystem();
	assert(pActorSystem);
	EntityId clientId = g_pGame->GetIGameFramework()->GetClientActorId();

	for (TVehicleSeatId seatId = InvalidVehicleSeatId + 1;
			seatId != m_pVehicle->GetLastSeatId(); seatId++)
	{
		if (IVehicleSeat *pSeat = m_pVehicle->GetSeatById(seatId))
		{
			EntityId passengerId = pSeat->GetPassenger();

			if (passengerId == clientId)
			{
				CActor *pActor = static_cast<CActor *>(pActorSystem->GetActor(passengerId));

				if(pActor)
				{
					pActor->CameraShake(angle, shift, duration, frequency, Vec3(0.0f, 0.0f, 0.0f), 5, "VehicleDamageBehaviorCameraShake");
				}
			}
		}
	}
}
int CScriptBind_Actor::CameraShake(IFunctionHandler *pH,float amount,float duration,float frequency,Vec3 pos)
{
	CActor *pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

  const char* source = "";
  if (pH->GetParamType(5) != svtNull)
    pH->GetParam(5, source);
    
	pActor->CameraShake(amount,0,duration,frequency,pos,0,source);
		
	return pH->EndFunction();
}