53 if (
g_Game.GetDayTime() >= 22.0 ||
g_Game.GetDayTime() < 7.0 )
68 m_Player.OnPlayerReceiveFlashbangHitEnd();
80 void SetupFlashbangValues(
float progress_mult = 1.0,
float visual_value_max = 1.0,
float sound_value_max = 1.0)
98 Error(
"" +
this +
" not initialized");
103 MiscGameplayFunctions.GetHeadBonePos(
m_Player, pos);
131 m_Player.SetMasterAttenuation(
"FlashbangAttenuation");
174 Error(
"" +
this +
" not initialized");
Super root of all classes in Enforce script.
Wrapper class for managing sound through SEffectManager.
void FlashbangEffect(PlayerBase player, bool visual=true)
void Update(float deltatime)
const float SOUND_DEFER_TIME
EffectSound m_FlashbangEffectSound
float m_HitDuration
SFX will be played ~0.5s AFTER VFX.
void ResetAttenuationFilter()
void SetAttenuationFilter()
PPERequester_FlashbangEffects m_Requester
float m_ProgressMultiplier
void SetupFlashbangValues(float progress_mult=1.0, float visual_value_max=1.0, float sound_value_max=1.0)
ref Timer m_DeferAttenuation
void SetVisual(float val)
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false, bool enviroment=false)
Create an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
void Error(string err)
Messagebox with error message.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...