200{
206
211
212
219
222
224 {
227 }
228
230 {
232 {
236
239
243
245
246 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
247 }
248
250 {
251
253 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
254 }
255 }
256
258 {
259
260 }
261
263 {
264
265
266 }
267
269 {
271 if ( player )
272 vector playerPos = player.GetPosition();
273
275
278
281
282
284 }
285
286
288 {
292
294 float sin =
Math.
Sin(angleRad);
295 float cos =
Math.
Cos(angleRad);
296
298 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
299
300 if (newFlarePos[1] - surfacePos < 1)
301 {
302 if (
m_Flare.GetOrigin()[1] <= surfacePos)
304 else
306
307 return;
308 }
309
310
313
314 newFlarePos[0] = xRotated;
315 newFlarePos[1] =
m_Flare.GetOrigin()[1];
316 newFlarePos[2] = yRotated;
317
319
320 }
321
323 {
324 int currentTime =
g_Game.GetTime();
325 float timeAdjusted = currentTime * 0.0033;
328
331
333
335 {
337
339 }
340 }
341
343 {
345 {
350 }
351 }
352
354 {
357
360
363 }
364}
365
367{
369 {
372 }
373}
374
376{
378 {
381 }
382}
383
385{
387 {
390 }
391}
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