176 {
178
180 {
184 if ( noise )
185 {
187 }
188 }
189
190 Param1<ESmokeGrenadeState> par =
new Param1<ESmokeGrenadeState>(
ESmokeGrenadeState.LOOP);
192 }
eBleedingSourceType GetType()
ref NoiseParams m_NoisePar
class NoiseSystem NoiseParams()
void SetSmokeGrenadeState(ESmokeGrenadeState state)
ref Timer m_TimerSmokeLoop
static float GetNoiseReduction(Weather weather)
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
vector GetPosition()
Get the world position of the Effect.