228{
234
239
240
247
250
252 {
255 }
256
258 {
260 {
264
267
271
273
274 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
275 }
276
278 {
279
281 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
282 }
283 }
284
286 {
287
288 }
289
291 {
292
293
294 }
295
297 {
299 if ( player )
300 vector playerPos = player.GetPosition();
301
303
306
309
310
312 }
313
314
316 {
320
322 float sin =
Math.
Sin(angleRad);
323 float cos =
Math.
Cos(angleRad);
324
326 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
327
328 if (newFlarePos[1] - surfacePos < 1)
329 {
330 if (
m_Flare.GetOrigin()[1] <= surfacePos)
332 else
334
335 return;
336 }
337
338
341
342 newFlarePos[0] = xRotated;
343 newFlarePos[1] =
m_Flare.GetOrigin()[1];
344 newFlarePos[2] = yRotated;
345
347
348 }
349
351 {
352 int currentTime =
g_Game.GetTime();
353 float timeAdjusted = currentTime * 0.0033;
356
359
361
363 {
365
367 }
368 }
369
371 {
373 {
378 }
379 }
380
382 {
385
388
391 }
392}
393
395{
397 {
400 }
401}
402
404{
406 {
409 }
410}
411
413{
415 {
418 }
419}
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