51 {
52 super.OnEndServer(action_data);
53
55 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
57 if ( noise )
58 {
59 if ( action_data.m_Player )
60 noise.
AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(),
m_NoisePar, NoiseAIEvaluate.GetNoiseReduction(
GetGame().GetWeather()));
61 }
62 }
class NoiseSystem NoiseParams()
ref NoiseParams m_NoisePar
proto native NoiseSystem GetNoiseSystem()
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
proto native CGame GetGame()