256{
262
267
268
275
278
280 {
283 }
284
286 {
288 {
292
295
299
301
302 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
303 }
304
306 {
307
309 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
310 }
311 }
312
314 {
315
316 }
317
319 {
320
321
322 }
323
325 {
327 if ( player )
328 vector playerPos = player.GetPosition();
329
331
334
337
338
340 }
341
342
344 {
348
350 float sin =
Math.
Sin(angleRad);
351 float cos =
Math.
Cos(angleRad);
352
355
356 if (newFlarePos[1] - surfacePos < 1)
357 {
358 if (
m_Flare.GetOrigin()[1] <= surfacePos)
360 else
362
363 return;
364 }
365
366
369
370 newFlarePos[0] = xRotated;
371 newFlarePos[1] =
m_Flare.GetOrigin()[1];
372 newFlarePos[2] = yRotated;
373
375
376 }
377
379 {
382
385
387
389 {
391
393 }
394 }
395
397 {
399 {
404 }
405 }
406
408 {
411
414
417 }
418}
419
421{
423 {
426 }
427}
428
430{
432 {
435 }
436}
437
439{
441 {
444 }
445}
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