291{
297
302
303
310
313
315 {
318 }
319
321 {
323 {
327
330
334
336
337 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
338 }
339
341 {
342
344 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
345 }
346 }
347
349 {
350
351 }
352
354 {
355
356
357 }
358
360 {
362 if ( player )
363 vector playerPos = player.GetPosition();
364
366
369
372
373
375 }
376
377
379 {
383
385 float sin =
Math.
Sin(angleRad);
386 float cos =
Math.
Cos(angleRad);
387
390
391 if (newFlarePos[1] - surfacePos < 1)
392 {
393 if (
m_Flare.GetOrigin()[1] <= surfacePos)
395 else
397
398 return;
399 }
400
401
404
405 newFlarePos[0] = xRotated;
406 newFlarePos[1] =
m_Flare.GetOrigin()[1];
407 newFlarePos[2] = yRotated;
408
410
411 }
412
414 {
417
420
422
424 {
426
428 }
429 }
430
432 {
434 {
439 }
440 }
441
443 {
446
449
452 }
453}
454
456{
458 {
461 }
462}
463
465{
467 {
470 }
471}
472
474{
476 {
479 }
480}
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