# Talk:Screenshake

From MechWarrior: Living Legends Wiki

Deimos:

just leaving this here so I don't have to search it in the code again

```
```

```
``` float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len();
Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;
eyeToExplosion.Normalize();
bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f);
if(pActor && pActor->GetLinkedVehicle())
{
Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir();
inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f);
}
if(inFOV && (dist < explosionInfo.radius))
{
if (explosionInfo.damage>10.0f || explosionInfo.pressure>100.0f)
{
//Add some angular impulse to the client actor depending on distance, direction...
float dt = (1.0f - dist/explosionInfo.radius);
dt = dt * dt;
float angleZ = g_PI*0.15f*dt;
float angleX = g_PI*0.15f*dt;
pActor->AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);
}
}

```
```

there is some additional cry engine black box magic in SimulateExplosion

pressure Explosion impulse pressure at radius distance from epicenter.

min_phys_radius Explosion minimal radius, at this radius full pressure is applied.

max_phys_radius Explosion maximal radius, at this radius impulse pressure will be reaching zero.

and that is the best I could find in the cry engine docs