4 override protected void Init()
7 m_SoundSet =
"SpookyArea_WhistlingWind_SoundSet";
12 return player.IsSoundInsideBuilding();
23 override protected void Init()
26 m_SoundSet =
"SpookyArea_Whispering_SoundSet";
38 override protected void Init()
41 m_SoundSet =
"SpookyArea_RunOnConcrete_SoundSet";
42 m_Surfaces = {
"stone",
"gravel",
"concrete",
"wood",
"asphalt",
"tiles",
"textile"};
53 override protected void Init()
56 m_SoundSet =
"SpookyArea_IntenseFoliageRustle_SoundSet";
57 m_Surfaces = {
"grass",
"dirt",
"forest",
"soil"};
62 return !
player.IsSoundInsideBuilding();
75 sound.SetAutodestroy(
true);
154 Print(
"Performing " +
this);
162 sound.SetAutodestroy(
true);
288 Print(
"--------------------------------------------------------------------");
const float SURFACE_CHECK_POINT_DISTANCE
const float FIRST_EVENT_CHECK_DELAY
const float EVENT_CHECK_FREQUENCY
void GatherSurfaces(notnull TStringVectorMap gatheredGurfaces)
bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
void ~SpookyTriggerEventsHandler()
class SpookyEventBase m_SoundEvents
void Do(PlayerBase player)
const float CONSECUTIVE_EVENTS_COOLDOWN
void SpookyTriggerEventsHandler(notnull PlayerBase player)
static Shape DrawSphere(vector pos, float size=1, int color=0x1fff7f7f, ShapeFlags flags=ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE)
static Shape DrawLine(vector from, vector to, int color=0xFFFFFFFF, int flags=0)
Wrapper class for managing sound through SEffectManager.
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
bool CanPerform(PlayerBase player, float currentTime, TStringVectorMap surfaceTypes)
void Do(PlayerBase player)
ref TStringArray m_Surfaces
vector GetSoundPos(PlayerBase player)
vector m_MatchingSurfacePos
vector GetMatchingSurfacePos(TStringArray surfaces, TStringVectorMap gatheredSurfaces)
void SetCoolDown(float secs)
void Perform(PlayerBase player, float currentTime, TStringVectorMap gatheredSurfaces)
float m_PerformedTimestamp
void Do(PlayerBase player)
bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
void Do(PlayerBase player)
this entity gets attached to each player while present in the spooky area
ref UniversalTemperatureSourceSettings m_UTSSettings
ref UniversalTemperatureSource m_UTSource
ref UniversalTemperatureSourceLambdaConstant m_UTSLConstant
original Timer deletes m_params which is unwanted
static vector RandomDir2D()
Returns randomly generated XZ unit vector with the Y(up) axis set to 0.
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
map< string, vector > TStringVectorMap
array< vector > TVectorArray
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static bool RandomBool()
Returns a random bool .
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].