226{
232
237
238
245
248
250 {
253 }
254
256 {
258 {
262
265
269
271
272 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
273 }
274
276 {
277
279 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
280 }
281 }
282
284 {
285
286 }
287
289 {
290
291
292 }
293
295 {
297 if ( player )
298 vector playerPos = player.GetPosition();
299
301
304
307
308
310 }
311
312
314 {
318
320 float sin =
Math.
Sin(angleRad);
321 float cos =
Math.
Cos(angleRad);
322
325
326 if (newFlarePos[1] - surfacePos < 1)
327 {
328 if (
m_Flare.GetOrigin()[1] <= surfacePos)
330 else
332
333 return;
334 }
335
336
339
340 newFlarePos[0] = xRotated;
341 newFlarePos[1] =
m_Flare.GetOrigin()[1];
342 newFlarePos[2] = yRotated;
343
345
346 }
347
349 {
352
355
357
359 {
361
363 }
364 }
365
367 {
369 {
374 }
375 }
376
378 {
381
384
387 }
388}
389
391{
393 {
396 }
397}
398
400{
402 {
405 }
406}
407
409{
411 {
414 }
415}
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