53 if (
g_Game.GetDayTime() >= 22.0 ||
g_Game.GetDayTime() < 7.0)
63 m_Player.OnPlayerReceiveFlashbangHitEnd();
90 Error(
"" +
this +
" not initialized");
120 m_Player.SetMasterAttenuation(
"FlashbangAttenuation");
157 Error(
"" +
this +
" not initialized");
Super root of all classes in Enforce script.
Wrapper class for managing sound through SEffectManager.
override bool IsPlaying()
Returns true when the effect is playing, false otherwise.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
override void SetParent(Object parent_obj)
Set parent for the sound to follow.
void SetSoundMaxVolume(float volume)
Set the sound max volume.
void SetSoundLoop(bool loop)
Set if the sound loops.
void SetSoundFadeIn(float fade_in)
Set the sound fade in duration.
void SetSoundWaveKind(WaveKind wave_kind)
Set WaveKind for the sound.
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
bool SoundPlay()
Plays sound.
void SoundStop()
Stops sound.
void FlashbangEffect(PlayerBase player, bool visual=true)
void Update(float deltatime)
const float SOUND_DEFER_TIME
EffectSound m_FlashbangEffectSound
float m_HitDuration
SFX will be played ~0.5s AFTER VFX.
void ResetAttenuationFilter()
void SetAttenuationFilter()
PPERequester_FlashbangEffects m_Requester
float m_ProgressMultiplier
void SetupFlashbangValues(float progress_mult=1.0, float visual_value_max=1.0, float sound_value_max=1.0)
ref Timer m_DeferAttenuation
void SetVisual(float val)
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false, bool enviroment=false)
Create an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
void Error(string err)
Messagebox with error message.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...