239{
245
250
251
258
261
263 {
266 }
267
269 {
271 {
275
278
282
284
285 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
286 }
287
289 {
290
292 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
293 }
294 }
295
297 {
298
299 }
300
302 {
303
304
305 }
306
308 {
310 if ( player )
311 vector playerPos = player.GetPosition();
312
314
317
320
321
323 }
324
325
327 {
331
333 float sin =
Math.
Sin(angleRad);
334 float cos =
Math.
Cos(angleRad);
335
337 float surfacePos =
g_Game.SurfaceY(newFlarePos[0], newFlarePos[2]);
338
339 if (newFlarePos[1] - surfacePos < 1)
340 {
341 if (
m_Flare.GetOrigin()[1] <= surfacePos)
343 else
345
346 return;
347 }
348
349
352
353 newFlarePos[0] = xRotated;
354 newFlarePos[1] =
m_Flare.GetOrigin()[1];
355 newFlarePos[2] = yRotated;
356
358
359 }
360
362 {
363 int currentTime =
g_Game.GetTime();
364 float timeAdjusted = currentTime * 0.0033;
367
370
372
374 {
376
378 }
379 }
380
382 {
384 {
389 }
390 }
391
393 {
396
399
402 }
403}
404
406{
408 {
411 }
412}
413
415{
417 {
420 }
421}
422
424{
426 {
429 }
430}
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