313{
319
324
325
332
335
337 {
340 }
341
343 {
345 {
349
352
356
358
359 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
360 }
361
363 {
364
366 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
367 }
368 }
369
371 {
372
373 }
374
376 {
377
378
379 }
380
382 {
384 if ( player )
385 vector playerPos = player.GetPosition();
386
388
391
394
395
397 }
398
399
401 {
405
407 float sin =
Math.
Sin(angleRad);
408 float cos =
Math.
Cos(angleRad);
409
411 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
412
413 if (newFlarePos[1] - surfacePos < 1)
414 {
415 if (
m_Flare.GetOrigin()[1] <= surfacePos)
417 else
419
420 return;
421 }
422
423
426
427 newFlarePos[0] = xRotated;
428 newFlarePos[1] =
m_Flare.GetOrigin()[1];
429 newFlarePos[2] = yRotated;
430
432
433 }
434
436 {
437 int currentTime =
g_Game.GetTime();
438 float timeAdjusted = currentTime * 0.0033;
441
444
446
448 {
450
452 }
453 }
454
456 {
458 {
463 }
464 }
465
467 {
470
473
476 }
477}
478
480{
482 {
485 }
486}
487
489{
491 {
494 }
495}
496
498{
500 {
503 }
504}
ref NoiseParams m_NoisePar
class FlareLightGreen extends FlareLight FlareLightBlue()
class FlareLight extends PointLightBase FlareLightRed()
static const float MIN_FARLIGHT_DIST
void TurnOffDistantLight()
void OnActivation(Entity flare)
EffectSound m_BurningSound
const float FLARE_SPIN_RADIUS
void OnTermination(Entity flare)
void OnFire(Entity flare)
FlareSimulation_Green FlareSimulation FlareSimulation_Blue()
FlareSimulation Managed FlareSimulation_Red()
void FlareParticleUpdate()
void CastFlareAINoise(vector position)
const float FLARE_SPIN_RATE
void Simulate(Entity flare)
static const float MAX_FARLIGHT_DIST
class NoiseSystem NoiseParams()
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Wrapper class for managing sound through SEffectManager.
void FlareSimulation_Green()
Legacy way of using particles in the game.
static const int FLAREPROJ_ACTIVATE
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD