293{
299
304
305
312
315
317 {
320 }
321
323 {
325 {
329
332
336
338
339 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
340 }
341
343 {
344
346 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
347 }
348 }
349
351 {
352
353 }
354
356 {
357
358
359 }
360
362 {
364 if ( player )
365 vector playerPos = player.GetPosition();
366
368
371
374
375
377 }
378
379
381 {
385
387 float sin =
Math.
Sin(angleRad);
388 float cos =
Math.
Cos(angleRad);
389
391 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
392
393 if (newFlarePos[1] - surfacePos < 1)
394 {
395 if (
m_Flare.GetOrigin()[1] <= surfacePos)
397 else
399
400 return;
401 }
402
403
406
407 newFlarePos[0] = xRotated;
408 newFlarePos[1] =
m_Flare.GetOrigin()[1];
409 newFlarePos[2] = yRotated;
410
412
413 }
414
416 {
417 int currentTime =
g_Game.GetTime();
418 float timeAdjusted = currentTime * 0.0033;
421
424
426
428 {
430
432 }
433 }
434
436 {
438 {
443 }
444 }
445
447 {
450
453
456 }
457}
458
460{
462 {
465 }
466}
467
469{
471 {
474 }
475}
476
478{
480 {
483 }
484}
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