37 {
39
43
44
46 {
48 }
49
51 {
53 }
54
55
56 vector camera_position;
57 camera_position[0] = 1323.0;
58 camera_position[1] = 1.0;
59 camera_position[2] = 1590.37;
60 float camera_rotation_h = 100;
61 float camera_rotation_v = -3;
62 float camera_fov = 0.85;
63 float camera_focus_distance = 0.0;
64 float camera_focus_streght = 0.0;
65
66
67 float character_distance = 2.25;
68
69
70 m_SceneCamera =
CameraCreate(camera_position, camera_rotation_h, camera_rotation_v, camera_fov, camera_focus_distance, camera_focus_streght);
72
73 PPEffects.Init();
74
75
77 m_CharacterPos = camera_position + ( cam_dir * character_distance );
80
81 float overcast = 0.42;
82 float rain = 0.0;
83 float fog = 0.0;
84
86 m_Weather.GetOvercast().SetLimits(overcast, overcast);
87 m_Weather.GetRain().SetLimits(rain, rain);
89
90 m_Weather.GetOvercast().Set(overcast, 0, 0);
93
96
98
100
103
104
106
107 g_Game.SetHudBrightness(
g_Game.GetHUDBrightnessSetting());
108
110 }
proto native float SurfaceY(float x, float z)
override ScriptCallQueue GetCallQueue(int call_category)
proto native Object CreateObject(string type, vector pos, bool create_local=false, bool init_ai=false, bool create_physics=true)
Creates object of certain type.
vector SnapToGround(vector pos)
ref Timer m_TimerParticle
Camera CameraCreate(vector cam_pos, float cam_rot_h, float cam_rot_v, float cam_fov, float cam_focus_dist, float cam_focus_strg)
void CheckXboxClientUpdateLoopStart()
ref IntroSceneCharacter m_Character
void SetInitPostprocesses()
int m_LastPlayedCharacterID
void IntroSceneCharacter()
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()