|
|
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; |
|
|
float m_LastNoiseTime = -1; |
|
|
float m_NoiseTimer = 0; |
|
|
const float NOISE_DELAY = 5; |
|
|
|
|
|
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() ) |
|
|
{ |
|
|
|
|
|
m_NoisePar = new NoiseParams(); |
|
|
m_NoisePar.LoadFromPath("cfgWeapons Flaregun_Base NoiseFlare"); |
|
|
} |
|
|
} |
|
|
|
|
|
void OnTermination(Entity flare) |
|
|
{ |
|
|
|
|
|
} |
|
|
|
|
|
void OnFire( Entity flare) |
|
|
{ |
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
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(); |
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
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; |
|
|
} |
|
|
} |