309{
315
320
321
328
331
333 {
336 }
337
339 {
341 {
345
348
352
354
355 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
356 }
357
359 {
360
362 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
363 }
364 }
365
367 {
368
369 }
370
372 {
373
374
375 }
376
378 {
380 if ( player )
381 vector playerPos = player.GetPosition();
382
384
387
390
391
393 }
394
395
397 {
401
403 float sin =
Math.
Sin(angleRad);
404 float cos =
Math.
Cos(angleRad);
405
408
409 if (newFlarePos[1] - surfacePos < 1)
410 {
411 if (
m_Flare.GetOrigin()[1] <= surfacePos)
413 else
415
416 return;
417 }
418
419
422
423 newFlarePos[0] = xRotated;
424 newFlarePos[1] =
m_Flare.GetOrigin()[1];
425 newFlarePos[2] = yRotated;
426
428
429 }
430
432 {
435
438
440
442 {
444
446 }
447 }
448
450 {
452 {
457 }
458 }
459
461 {
464
467
470 }
471}
472
474{
476 {
479 }
480}
481
483{
485 {
488 }
489}
490
492{
494 {
497 }
498}
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)
proto native float SurfaceY(float x, float z)
proto native DayZPlayer GetPlayer()
proto int GetTime()
returns mission time in milliseconds
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 CGame GetGame()
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