44 Class.CastTo(
m_Requester,PPERequesterBank.GetRequester(PPERequester_FlashbangEffects));
53 if (
g_Game.GetDayTime() >= 22.0 ||
g_Game.GetDayTime() < 7.0 )
68 m_Player.OnPlayerReceiveFlashbangHitEnd();
80 void SetupFlashbangValues(
float progress_mult = 1.0,
float visual_value_max = 1.0,
float sound_value_max = 1.0)
98 Error(
"" +
this +
" not initialized");
103 MiscGameplayFunctions.GetHeadBonePos(
m_Player, pos);
131 m_Player.SetMasterAttenuation(
"FlashbangAttenuation");
174 Error(
"" +
this +
" not initialized");
188 value =
Math.Clamp(value,0.0,1.0);
Super root of all classes in Enforce script.
Wrapper class for managing sound through SEffectManager.
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.