320{
326
331
332
339
342
344 {
347 }
348
350 {
352 {
356
359
363
365
366 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
367 }
368
370 {
371
373 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
374 }
375 }
376
378 {
379
380 }
381
383 {
384
385
386 }
387
389 {
391 if ( player )
392 vector playerPos = player.GetPosition();
393
395
398
401
402
404 }
405
406
408 {
412
414 float sin =
Math.
Sin(angleRad);
415 float cos =
Math.
Cos(angleRad);
416
419
420 if (newFlarePos[1] - surfacePos < 1)
421 {
422 if (
m_Flare.GetOrigin()[1] <= surfacePos)
424 else
426
427 return;
428 }
429
430
433
434 newFlarePos[0] = xRotated;
435 newFlarePos[1] =
m_Flare.GetOrigin()[1];
436 newFlarePos[2] = yRotated;
437
439
440 }
441
443 {
446
449
451
453 {
455
457 }
458 }
459
461 {
463 {
468 }
469 }
470
472 {
475
478
481 }
482}
483
485{
487 {
490 }
491}
492
494{
496 {
499 }
500}
501
503{
505 {
508 }
509}
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