DayZ 1.30
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Noise.c
См. документацию.
2{
3 private void NoiseSystem() {}
4 private void ~NoiseSystem() {}
5
6 proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
7 proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
8
10 proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier = 1.0);
11
13 proto native float GetEnvironmentNoiseReduction(vector pos);
14}
15
16class NoiseParams
17{
18 void NoiseParams()
19 {
21 }
23 proto native void Load(string noise_name);
24
25 proto native void LoadFromPath(string noise_path);
proto native void Load(string noise_name)
proto native void LoadFromPath(string noise_path)
class NoiseSystem NoiseParams()
Определения Noise.c:18
proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier=1.0)
Will make a noise at that position which the AI will "see" for the duration of 'lifetime'.
proto native float GetEnvironmentNoiseReduction(vector pos)
Absolute noise-strength reduction the environment (weather/sandstorm/sea) applies at 'pos'....
proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier=1.0)
void ~NoiseSystem()
Определения Noise.c:4
void NoiseSystem()
Определения Noise.c:3
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
Определения EnConvert.c:119