258{
264
269
270
277
280
282 {
285 }
286
288 {
290 {
294
297
301
303
304 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
305 }
306
308 {
309
311 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
312 }
313 }
314
316 {
317
318 }
319
321 {
322
323
324 }
325
327 {
329 if ( player )
330 vector playerPos = player.GetPosition();
331
333
336
339
340
342 }
343
344
346 {
350
352 float sin =
Math.
Sin(angleRad);
353 float cos =
Math.
Cos(angleRad);
354
356 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
357
358 if (newFlarePos[1] - surfacePos < 1)
359 {
360 if (
m_Flare.GetOrigin()[1] <= surfacePos)
362 else
364
365 return;
366 }
367
368
371
372 newFlarePos[0] = xRotated;
373 newFlarePos[1] =
m_Flare.GetOrigin()[1];
374 newFlarePos[2] = yRotated;
375
377
378 }
379
381 {
382 int currentTime =
g_Game.GetTime();
383 float timeAdjusted = currentTime * 0.0033;
386
389
391
393 {
395
397 }
398 }
399
401 {
403 {
408 }
409 }
410
412 {
415
418
421 }
422}
423
425{
427 {
430 }
431}
432
434{
436 {
439 }
440}
441
443{
445 {
448 }
449}
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