DayZ 1.27
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◆ OnActivation()

void FlareSimulation::OnActivation ( Entity flare)
inlineprotected

См. определение в файле FlareSimulation.c строка 31

32 {
33 if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
34 {
35 m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
36 if ( m_FlareLight )
37 m_FlareLight.AttachOnObject( flare );
38
39 if (m_ParMainFire)
40 m_ParMainFire.Stop();
41
42 m_Flare = flare;
43 m_RotationPoint = m_Flare.GetOrigin();
45
46 m_ParMainFire = ParticleManager.GetInstance().PlayInWorld( m_ParticleId, m_FlarePosition );
47
48 flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
49 }
50
51 if ( GetGame().IsServer() )
52 {
53 // Create and load noise parameters
54 m_NoisePar = new NoiseParams();
55 m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
56 }
57 }
void FlareLight()
Определения FlareLight.c:43
class NoiseSystem NoiseParams()
Определения Noise.c:15
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Определения ParticleManager.c:88
Entity m_Flare
Определения FlareSimulation.c:17
EffectSound m_BurningSound
Определения FlareSimulation.c:4
Particle m_ParMainFire
Определения FlareSimulation.c:3
FlareLight m_FlareLight
Определения FlareSimulation.c:5
const float FLARE_SPIN_RADIUS
Определения FlareSimulation.c:16
static ref NoiseParams m_NoisePar
Определения FlareSimulation.c:9
vector m_FlarePosition
Определения FlareSimulation.c:19
int m_ParticleId
Определения FlareSimulation.c:23
m_ScriptedLight
Определения FlareSimulation.c:22
vector m_RotationPoint
Определения FlareSimulation.c:18
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки FLARE_SPIN_RADIUS, GetGame(), m_BurningSound, m_Flare, m_FlareLight, m_FlarePosition, m_NoisePar, m_ParMainFire, m_ParticleId, m_RotationPoint, m_ScriptedLight, NoiseParams(), ParticleManager() и Vector().