231{
237
242
243
250
253
255 {
258 }
259
261 {
263 {
267
270
274
276
277 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
278 }
279
281 {
282
284 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
285 }
286 }
287
289 {
290
291 }
292
294 {
295
296
297 }
298
300 {
302 if ( player )
303 vector playerPos = player.GetPosition();
304
306
309
312
313
315 }
316
317
319 {
323
325 float sin =
Math.
Sin(angleRad);
326 float cos =
Math.
Cos(angleRad);
327
330
331 if (newFlarePos[1] - surfacePos < 1)
332 {
333 if (
m_Flare.GetOrigin()[1] <= surfacePos)
335 else
337
338 return;
339 }
340
341
344
345 newFlarePos[0] = xRotated;
346 newFlarePos[1] =
m_Flare.GetOrigin()[1];
347 newFlarePos[2] = yRotated;
348
350
351 }
352
354 {
357
360
362
364 {
366
368 }
369 }
370
372 {
374 {
379 }
380 }
381
383 {
386
389
392 }
393}
394
396{
398 {
401 }
402}
403
405{
407 {
410 }
411}
412
414{
416 {
419 }
420}
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