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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;
}
}