324{
330
335
336
343
346
348 {
351 }
352
354 {
356 {
360
363
367
369
370 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
371 }
372
374 {
375
377 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
378 }
379 }
380
382 {
383
384 }
385
387 {
388
389
390 }
391
393 {
395 if ( player )
396 vector playerPos = player.GetPosition();
397
399
402
405
406
408 }
409
410
412 {
416
418 float sin =
Math.
Sin(angleRad);
419 float cos =
Math.
Cos(angleRad);
420
422 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
423
424 if (newFlarePos[1] - surfacePos < 1)
425 {
426 if (
m_Flare.GetOrigin()[1] <= surfacePos)
428 else
430
431 return;
432 }
433
434
437
438 newFlarePos[0] = xRotated;
439 newFlarePos[1] =
m_Flare.GetOrigin()[1];
440 newFlarePos[2] = yRotated;
441
443
444 }
445
447 {
448 int currentTime =
g_Game.GetTime();
449 float timeAdjusted = currentTime * 0.0033;
452
455
457
459 {
461
463 }
464 }
465
467 {
469 {
474 }
475 }
476
478 {
481
484
487 }
488}
489
491{
493 {
496 }
497}
498
500{
502 {
505 }
506}
507
509{
511 {
514 }
515}
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