File size: 3,771 Bytes
24b81cb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
class FlareSimulation : Managed
{
	protected Particle 			m_ParMainFire;
	protected EffectSound 		m_BurningSound;
	protected FlareLight		m_FlareLight;
	const static float			MAX_FARLIGHT_DIST = 40;
	const static float			MIN_FARLIGHT_DIST = 5; 
	
	static ref NoiseParams 		m_NoisePar; // Contains the noise data ( template and strength )
	float 						m_LastNoiseTime = -1;
	float 						m_NoiseTimer = 0;
	const float 				NOISE_DELAY = 5; // How much time between two consecutive noise pings
	
	static protected typename 	m_ScriptedLight;
	static protected int 		m_ParticleId;
	
	void FlareSimulation()
	{
		m_ScriptedLight	 = FlareLight;
		m_ParticleId	 = ParticleList.FLAREPROJ_ACTIVATE;
	}
	
	void OnActivation(Entity flare)
	{
		if ( !GetGame().IsServer() || !GetGame().IsMultiplayer() )
		{
			m_FlareLight = FlareLight.Cast( ScriptedLightBase.CreateLight( m_ScriptedLight, Vector(0,0,0) ) );
			if ( m_FlareLight )
				m_FlareLight.AttachOnObject( flare );
			
			if (m_ParMainFire)
				m_ParMainFire.Stop();
	
			m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( m_ParticleId, flare );
			m_ParMainFire.SetWiggle( 7, 0.3 );
			
			flare.PlaySoundSetLoop( m_BurningSound, "roadflareLoop_SoundSet", 0, 0 );
		}
		
		if ( GetGame().IsServer() )
		{
			// Create and load noise parameters
			m_NoisePar = new NoiseParams();
			m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare");
		}
	}
	
	void OnTermination(Entity flare)
	{
		//MiscGameplayFunctions.GenerateAINoiseAtPosition(flare.GetPosition(), NOISE_DELAY, m_NoisePar);
	}
	
	void OnFire( Entity flare)
	{
		//m_ParMainFire = ParticleManager.GetInstance().PlayOnObject( ParticleList.FLAREPROJ_FIRE, flare);
		//m_ParMainFire.SetWiggle( 7, 0.3);
	}
	
	void Simulate( Entity flare )
	{
		DayZPlayer player = GetGame().GetPlayer();
		if ( player )
			vector playerPos = player.GetPosition();

		float dist = vector.DistanceSq(flare.GetPosition(), playerPos);
			
		if ( ( dist <= MAX_FARLIGHT_DIST * MAX_FARLIGHT_DIST ) && ( dist > MIN_FARLIGHT_DIST * MIN_FARLIGHT_DIST ) )
			m_ParMainFire.SetParameter( 0, EmitorParam.SIZE, MiscGameplayFunctions.Normalize(dist, MAX_FARLIGHT_DIST * MAX_FARLIGHT_DIST) );
			
		if ( dist <= MIN_FARLIGHT_DIST * MIN_FARLIGHT_DIST )
			TurnOffDistantLight();

		//CastFlareAINoise( flare.GetPosition() );
	}
	
	void CastFlareAINoise( vector position )
	{
		if ( m_LastNoiseTime < 0 )
			m_LastNoiseTime = GetGame().GetTime() * 0.0033;

		float delta_time = GetGame().GetTime() * 0.0033 - m_LastNoiseTime;
		m_LastNoiseTime = GetGame().GetTime() * 0.0033;
		
		m_NoiseTimer += delta_time;

		if ( m_NoiseTimer >= NOISE_DELAY )
		{
			MiscGameplayFunctions.GenerateAINoiseAtPosition(position, NOISE_DELAY, m_NoisePar);
		
			m_NoiseTimer = 0;
		}
	}
	
	void TurnOffDistantLight()
	{
		if (m_ParMainFire)
		{
			m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME, 0);
			m_ParMainFire.SetParameter(0, EmitorParam.LIFETIME_RND, 0);
			m_ParMainFire.SetParameter(0, EmitorParam.REPEAT, 0);
			m_ParMainFire.SetParameter(0, EmitorParam.SIZE, 0);
		}
	}
	
	void ~FlareSimulation()
	{
		if (m_ParMainFire)
			m_ParMainFire.Stop();
		
		if (m_BurningSound)
			m_BurningSound.SoundStop();
		
		if (m_FlareLight)
			m_FlareLight.FadeOut();
	}
}

class FlareSimulation_Red : FlareSimulation
{
	void FlareSimulation_Red()
	{
		m_ScriptedLight	 = FlareLightRed;
		m_ParticleId	 = ParticleList.FLAREPROJ_ACTIVATE_RED;
	}
}

class FlareSimulation_Green : FlareSimulation
{
	void FlareSimulation_Green()
	{
		m_ScriptedLight	 = FlareLightGreen;
		m_ParticleId	 = ParticleList.FLAREPROJ_ACTIVATE_GREEN;
	}
}

class FlareSimulation_Blue : FlareSimulation
{
	void FlareSimulation_Blue()
	{
		m_ScriptedLight	 = FlareLightBlue;
		m_ParticleId	 = ParticleList.FLAREPROJ_ACTIVATE_BLUE;
	}
}