48 flare.PlaySoundSetLoop(
m_BurningSound,
"roadflareLoop_SoundSet", 0, 0 );
55 m_NoisePar.LoadFromPath(
"cfgWeapons Flaregun_Base NoiseFlare");
74 vector playerPos = player.GetPosition();
102 if (newFlarePos[1] - surfacePos < 1)
104 if (
m_Flare.GetOrigin()[1] <= surfacePos)
116 newFlarePos[0] = xRotated;
117 newFlarePos[1] =
m_Flare.GetOrigin()[1];
118 newFlarePos[2] = yRotated;
class FlareLightGreen extends FlareLight FlareLightBlue()
FlareSimulation_Green FlareSimulation FlareSimulation_Blue()
FlareSimulation Managed FlareSimulation_Red()
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()
EffectSound m_BurningSound
static const float MAX_FARLIGHT_DIST
void CastFlareAINoise(vector position)
const float FLARE_SPIN_RATE
void TurnOffDistantLight()
const float FLARE_SPIN_RADIUS
static ref NoiseParams m_NoisePar
void OnTermination(Entity flare)
void OnActivation(Entity flare)
void FlareParticleUpdate()
static const float MIN_FARLIGHT_DIST
void OnFire(Entity flare)
void Simulate(Entity flare)
Legacy way of using particles in the game.
static const int FLAREPROJ_ACTIVATE_GREEN
static const int FLAREPROJ_ACTIVATE
static const int FLAREPROJ_ACTIVATE_BLUE
static const int FLAREPROJ_ACTIVATE_RED
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