198{
204
209
210
217
220
222 {
225 }
226
228 {
230 {
234
237
241
243
244 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
245 }
246
248 {
249
251 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
252 }
253 }
254
256 {
257
258 }
259
261 {
262
263
264 }
265
267 {
269 if ( player )
270 vector playerPos = player.GetPosition();
271
273
276
279
280
282 }
283
284
286 {
290
292 float sin =
Math.
Sin(angleRad);
293 float cos =
Math.
Cos(angleRad);
294
297
298 if (newFlarePos[1] - surfacePos < 1)
299 {
300 if (
m_Flare.GetOrigin()[1] <= surfacePos)
302 else
304
305 return;
306 }
307
308
311
312 newFlarePos[0] = xRotated;
313 newFlarePos[1] =
m_Flare.GetOrigin()[1];
314 newFlarePos[2] = yRotated;
315
317
318 }
319
321 {
324
327
329
331 {
333
335 }
336 }
337
339 {
341 {
346 }
347 }
348
350 {
353
356
359 }
360}
361
363{
365 {
368 }
369}
370
372{
374 {
377 }
378}
379
381{
383 {
386 }
387}
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