18 SetVisibleDuringDaylight(
false);
21 SetFlareVisible(
false);
22 SetAmbientColor(1.0, 1.0, 0.3);
23 SetDiffuseColor(1.0, 1.0, 0.3);
25 SetDisableShadowsWithinRadius(-1);
63 RegisterNetSyncVariableInt(
"m_DecayState");
127 return GetLifetime();
177 m_Name =
"Default Dynamic";
226 super.InitZoneServer();
258 super.InitZoneClient();
291 super.CreateTrigger(pos, radius);
343 super.EEDelete(parent);
348 super.OnVariablesSynchronized();
const int ECE_PLACE_ON_SURFACE
enum eAreaDecayStage m_DefaultBrightness
void ContaminatedTrigger_Dynamic()
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
class JsonUndergroundAreaTriggerData GetPosition
const ref array< float > SPAWN_ITEM_RAD_MAX
const int DECAY_END_PART_BIRTH_RATE
const float ARTILLERY_SHELL_SPEED
override void OnVariablesSynchronized()
const float FINISH_DECAY_LIFETIME
override void EEDelete(EntityAI parent)
override void InitZoneServer()
const float DECAY_START_PART_SIZE
float GetStartDecayLifetime()
void ContaminatedArea_Dynamic()
override void CreateTrigger(vector pos, int radius)
const float DECAY_END_PART_SIZE
const float AIRBORNE_FX_OFFSET
const ref array< string > SPAWN_ITEM_TYPE
const float START_DECAY_LIFETIME
void PlayExplosionLight()
const ref array< int > SPAWN_ITEM_COUNT
const int AREA_SETUP_DELAY
void SetDecayState(int newState)
override void OnParticleAllocation(ParticleManager pm, array< ParticleSource > particles)
const int AIRBORNE_EXPLOSION_DELAY
override void InitZoneClient()
float GetFinishDecayLifetime()
const ref array< float > SPAWN_ITEM_RAD_MIN
const int DECAY_START_PART_BIRTH_RATE
override void EEOnCECreate()
ref array< Particle > m_ToxicClouds
int GetRequesterIndex(string type)
string m_PPERequesterType
void PlaceParticles(vector pos, float radius, int nbRings, int innerSpacing, bool outerToggle, int outerSpacing, int outerOffset, int partId)
Legacy way of using particles in the game.
Entity which has the particle instance as an ObjectComponent.
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
static vector RandomDir2D()
Returns randomly generated XZ unit vector with the Y(up) axis set to 0.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto native CGame GetGame()
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].